1 Core Empirical Concepts and Skills for Computer Science Grant Braught Dickinson College Craig Miller DePaul University

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Presentation transcript:

1 Core Empirical Concepts and Skills for Computer Science Grant Braught Dickinson College Craig Miller DePaul University David Reed Creighton University Talk outline: Overview of the project List of core competencies Sample exercises/laboratories Web repository

2 Overview of the project  CS demands basic competencies in experimentation and data analysis e.g., choosing a data structure/algorithm, optimizing a server, comparing CPUs, GUI design  But little attention has been paid to empirical aspects in CS curricula can find examples of experimentation in specific courses, but no systematic approach see SICGSE 2001 paper by authors for more details/motivation  In 2003, we began work on an NSF CCLI project (NSF DUE— ) to 1. Formalize a set of core empirical concepts and skills needed by today's computer science graduate. 2. Develop and evaluate resources for integrating the presentation and development of those concepts and skills throughout the computer science curriculum. 3. Disseminate our approach for adoption at other institutions.

3 Core empirical competencies  KEY POINT 1: any list of core concepts & skills must be incremental as with programming, must develop understanding over time introduce foundational concepts early, revisit often, build on existing knowledge as new applications arise applications become more open-ended as skills develop  KEY POINT 2: it must also complement traditional CS curricula CS curricula are already "full", faculty are stretched to integrate concepts/skills with minimal effort, organize around traditional practice Introductory level: augment programming with simulation/experimentation/analysis  instill basic understanding that programs are used to solve problems, provide informal tools Intermediate level: provide formal measures/techniques for core CS, software testing  transition from following prescribed experiments to successfully designing experiments Advanced level: build upon foundations, add domain-specific concepts where needed  students are expected to design, conduct, and analyze experiments in various settings

4 LevelConceptsSkills Introductory  mean vs. median  informal definition of probability  chance error  expected values  Law of Large Numbers  consistency vs. accuracy  benefits/limitations of models  Be able to conduct a well-defined experiment, summarize the results, and compare with the expected results.  Be able to evaluate the persuasiveness of experimental conclusions, focusing on issues such as the clarity of the hypothesis, the sample size, and data consistency. Intermediate  uniform vs. normal distribution  standard deviation  sampling large populations  methods for obtaining a good sample  curve-fitting (e.g., linear regression)  data presentation (e.g., tables, scatter- plots, histograms)  software testing & debugging strategies  validity threats (e.g., confounding variables, non-generalizability)  Be able to plot and describe the relation between two variables, such as problem size vs. efficiency when analyzing algorithms.  Be able to use a sample to make predictions about a population.  Be able to evaluate the persuasiveness of experimental conclusions, focusing on issues such as appropriate statistical measures, relevance of a model, and generality of the conclusions.  Be able to design a test suite for a software project and conduct systematic debugging. Advanced  standard error  confidence intervals  measures of goodness of fit (e.g., correlation coefficient)  observational study vs. controlled experiment  correlation vs. causality  significance tests (e.g., t-test, z-score)  Be able to apply experimental methods to the analysis of complex systems in different domains.  Be able to formulate testable hypotheses and design experiments for supporting or refuting those hypotheses.

5 Introductory level examples  Three Monte-Carlo simulations Estimating the number of 4 letter words recognized by the spell checker Estimating the value of  Comparing country drunkards to city drunkards  These simulation assignments: Incrementally develop consistency and accuracy concepts Emphasize computer simulation as a tool for scientific investigation Can be easily adapted to reinforce traditional programming topics

6 Estimating the number of 4 letter words  The question How many English words can be formed using only the letters “etaoinshrd”?  The experiment Generate 1000 random 4 letter sequences using the ten letters “etaoinshrd” Count the number of sequences recognized as English words Estimate the total number of 4 letter words  The analysis Compare results from multiple trials for “consistency”  Intuitive binary definition of consistency: Within 10% of the mean Compare results to actual value using percent error

7 Refining consistency and accuracy  Estimating  by throwing darts  The experiment Estimate  using 100, 1000 and 10,000 darts  The analysis Relative consistency: Range as a percentage of the mean Relationship between consistency and accuracy  Effects of systematic error        

8 Further refining consistency  Country drunkards vs. city drunkards Which has a greater expected net distance, a fully random walk or a Manhattan random walk?  The experiment Simulate fully random and Manhattan random walks  The analysis Compare the mean net distances Compare the distribution and consistency of net distances  Formal definition of consistency using standard deviation Fully random walkManhattan walk

9 Intermediate level example  Optimization of the average case for quick sort At what array size should quick sort switch to insertion sort? Select the switch point (M) to maximize the expected time saved by using insertion sort

10 LevelConceptsSkills Introductory  mean vs. median  informal definition of probability  chance error  expected values  Law of Large Numbers  consistency vs. accuracy  benefits/limitations of models  Be able to conduct a well-defined experiment, summarize the results, and compare with the expected results.  Be able to evaluate the persuasiveness of experimental conclusions, focusing on issues such as the clarity of the hypothesis, the sample size, and data consistency. Intermediate  uniform vs. normal distribution  standard deviation  sampling large populations  methods for obtaining a good sample  curve-fitting (e.g., linear regression)  data presentation (e.g., tables, scatter- plots, histograms)  software testing & debugging strategies  validity threats (e.g., confounding variables, non-generalizability)  Be able to plot and describe the relation between two variables, such as problem size vs. efficiency when analyzing algorithms.  Be able to use a sample to make predictions about a population.  Be able to evaluate the persuasiveness of experimental conclusions, focusing on issues such as appropriate statistical measures, relevance of a model, and generality of the conclusions.  Be able to design a test suite for a software project and conduct systematic debugging. Advanced  standard error  confidence intervals  measures of goodness of fit (e.g., correlation coefficient)  observational study vs. controlled experiment  correlation vs. causality  significance tests (e.g., t-test, z-score)  Be able to apply experimental methods to the analysis of complex systems in different domains.  Be able to formulate testable hypotheses and design experiments for supporting or refuting those hypotheses.

11 Advanced level example: theoretical vs. empirical  For many domains, performance can be estimated in two ways: Theoretically --- analyze and sum component steps Empirically --- time a sample of actual performances  Example: Measuring the usability of an interface in terms of the time needed to complete the task Theoretically: analyze user actions needed to complete the task Empirically: time users performing the task

12 Estimating task completion times  Theoretical Keystroke-level model (Card, Moran and Newell) Decompose task into the following operations:  Keying, includes key presses and mouse clicks  Pointing: moving mouse pointer to position on screen  Homing: moving hand from keyboard to mouse or mouse to keyboard Model provides method for adding mental operations Sum time costs  Empirical Create task instructions Request participants to perform task after providing task instructions Time participants performing task Calculate average and confidence intervals to estimate mean task completion time for a user population

13 Comparing analytical and empirical methods  Limitations of analytical approach Parameter assumptions may be poor estimates Some analysis decisions require expert judgment Some sequences of actions may have hidden efficiencies or costs  Limitations of empirical approach Sample of trials may be too small to estimate mean for entire population Participants may not be representative of actual users Test environment may not simulate natural usage

14 Domain (HCI) concepts and skills  Running a simple usability test Scripting natural instructions Creating natural test environment  Learning relative time costs of user controls Pointing actions are an order of magnitude more costly than keying actions Most interactions can be decomposed into a small set of physical actions  Variation among human behavior  Aggregate human behavior is predictable

15 LevelConceptsSkills Introductory  mean vs. median  informal definition of probability  chance error  expected values  Law of Large Numbers  consistency vs. accuracy  benefits/limitations of models  Be able to conduct a well-defined experiment, summarize the results, and compare with the expected results.  Be able to evaluate the persuasiveness of experimental conclusions, focusing on issues such as the clarity of the hypothesis, the sample size, and data consistency. Intermediate  uniform vs. normal distribution  standard deviation  sampling large populations  methods for obtaining a good sample  curve-fitting (e.g., linear regression)  data presentation (e.g., tables, scatter- plots, histograms)  software testing & debugging strategies  validity threats (e.g., confounding variables, non-generalizability)  Be able to plot and describe the relation between two variables, such as problem size vs. efficiency when analyzing algorithms.  Be able to use a sample to make predictions about a population.  Be able to evaluate the persuasiveness of experimental conclusions, focusing on issues such as appropriate statistical measures, relevance of a model, and generality of the conclusions.  Be able to design a test suite for a software project and conduct systematic debugging. Advanced  standard error  confidence intervals  measures of goodness of fit (e.g., correlation coefficient)  observational study vs. controlled experiment  correlation vs. causality  significance tests (e.g., t-test, z-score)  Be able to apply experimental methods to the analysis of complex systems in different domains.  Be able to formulate testable hypotheses and design experiments for supporting or refuting those hypotheses.

16 Web repository  Hopefully, this list of core empirical concepts & skills will raise awareness initiate discussion lead to greater integration of empirical methods  The list and example labs can be found at the project Web site: A variety of labs are accessible, along with instructor advice & assessment tools More labs will be added over the course of the project  Feedback, ideas, and classroom examples & labs are always welcome (see the feedback form at the Web site)

17 LevelConceptsSkills Introductory  mean vs. median  informal definition of probability  chance error  expected values  Law of Large Numbers  consistency vs. accuracy  benefits/limitations of models  Be able to conduct a well-defined experiment, summarize the results, and compare with the expected results.  Be able to evaluate the persuasiveness of experimental conclusions, focusing on issues such as the clarity of the hypothesis, the sample size, and data consistency. Intermediate  uniform vs. normal distribution  standard deviation  sampling large populations  methods for obtaining a good sample  curve-fitting (e.g., linear regression)  data presentation (e.g., tables, scatter- plots, histograms)  software testing & debugging strategies  validity threats (e.g., confounding variables, non-generalizability)  Be able to plot and describe the relation between two variables, such as problem size vs. efficiency when analyzing algorithms.  Be able to use a sample to make predictions about a population.  Be able to evaluate the persuasiveness of experimental conclusions, focusing on issues such as appropriate statistical measures, relevance of a model, and generality of the conclusions.  Be able to design a test suite for a software project and conduct systematic debugging. Advanced  standard error  confidence intervals  measures of goodness of fit (e.g., correlation coefficient)  observational study vs. controlled experiment  correlation vs. causality  significance tests (e.g., t-test, z-score)  Be able to apply experimental methods to the analysis of complex systems in different domains.  Be able to formulate testable hypotheses and design experiments for supporting or refuting those hypotheses.