Chapter 12 cognitive models. Cognitive models goal and task hierarchies linguistic physical and device architectural.

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chapter 12 cognitive models

Cognitive models goal and task hierarchies linguistic physical and device architectural

Cognitive models Cognitive models represent users of interactive systems. Hierarchical models represent a user's task and goal structure. Linguistic models represent the user- system grammar. Physical and device models represent human motor skills. Cognitive architectures underlie all of these cognitive models.

Cognitive models They model aspects of user: –understanding –knowledge –intentions –processing Common categorisation: –Competence vs. Performance –Computational flavour –No clear divide

Goal and task hierarchies Mental processing as divide-and-conquer Example: sales report produce report gather data. find book names.. do keywords search of names database... … further sub-goals.. sift through names and abstracts by hand... … further sub-goals. search sales database - further sub-goals layout tables and histograms - further sub-goals write description - further sub-goals

goals vs. tasks goals – intentions what you would like to be true tasks – actions how to achieve it GOMS– goals are internal HTA– actions external – tasks are abstractions

Issues for goal hierarchies Granularity –Where do we start? –Where do we stop? Routine learned behaviour, not problem solving –The unit task Conflict –More than one way to achieve a goal Error

Techniques Goals, Operators, Methods and Selection (GOMS) Cognitive Complexity Theory (CCT) Hierarchical Task Analysis (HTA) - Chapter 15

GOMS Goals –what the user wants to achieve Operators –basic actions user performs Methods –decomposition of a goal into subgoals/operators Selection –means of choosing between competing methods

GOMS example GOAL: CLOSE-WINDOW. [select GOAL: USE-MENU-METHOD. MOVE-MOUSE-TO-FILE-MENU. PULL-DOWN-FILE-MENU. CLICK-OVER-CLOSE-OPTION GOAL: USE-CTRL-W-METHOD. PRESS-CONTROL-W-KEYS] For a particular user: Rule 1: Select USE-MENU-METHOD unless another rule applies Rule 2: If the application is GAME, select CTRL-W-METHOD

How to do GOMS Analysis Generate task description –pick high-level user Goal –write Method for accomplishing Goal - may invoke subgoals –write Methods for subgoals this is recursive stops when Operators are reached Evaluate description of task Apply results to UI Iterate!

Example - DOS Goal: Delete a File Method for accomplishing goal of deleting a file –retrieve from Long term memory that command verb is “del” –think of directory name & file name and make it the first listed parameter –accomplish goal of entering & executing command –return with goal accomplished

Example - Mac Goal: Delete a File Method for accomplishing goal of deleting a file –find file icon –accomplish goal of dragging file to trash –Return with goal accomplished

Advantages of GOMS Gives qualitative & quantitative measures Model explains the results Less work than user study Easy to modify when UI is revised Research: tools to aid modeling process since it can still be tedious

Disadvantages of GOMS Not as easy as HE, guidelines, etc. Takes lots of time, skill, & effort Only works for goal-directed tasks Assumes tasks performed by experts without error Does not address several UI issues, –readability, memorizability of icons, commands

Automated GOMS Tools Can save, modify and re-use the model Automation of goal hierarchy, method, selection rule creation

QGOMSQGOMS tool

Cognitive Complexity Theory Two parallel descriptions: –User production rules –Device generalised transition networks GOMS like hierarchy expressed in production rules Production rules are of the form: –if condition then action Transition networks covered under dialogue models

Example: editing with vi Production rules are in long-term memory Model working memory as attribute-value mapping: (GOAL perform unit task) (TEXT task is insert space) (TEXT task is at 5 23) (CURSOR 8 7) Rules are pattern-matched to working memory, e.g., LOOK-TEXT task is at %LINE %COLUMN is true, with LINE = 5 COLUMN = 23.

Active rules: SELECT-INSERT-SPACE INSERT-SPACE-MOVE-FIRST INSERT-SPACE-DOIT INSERT-SPACE-DONE Four rules to model inserting a space New working memory (GOAL insert space) (NOTE executing insert space) (LINE 5) (COLUMN 23) SELECT-INSERT-SPACE matches current working memory (SELECT-INSERT-SPACE IF (AND (TEST-GOAL perform unit task) (TEST-TEXT task is insert space) (NOT (TEST-GOAL insert space)) (NOT (TEST-NOTE executing insert space))) THEN ( (ADD-GOAL insert space) (ADD-NOTE executing insert space) (LOOK-TEXT task is at %LINE %COLUMN)))

Notes on CCT Parallel model Proceduralisation of actions Novice versus expert style rules Error behaviour can be represented Measures –depth of goal structure –number of rules –comparison with device description

Why CCT? CCT analyzed to discuss proceduralization and error behavior Related to GOMS-like goal hierarchies Able to measure complexity of interface More production rules = more difficult to learn interface Proportional to # of rules you to learn Problem closure –No higher level goal should be satisfied until all subgoals have been satisfied –Not easy to predict

Problems with goal hierarchies a post hoc technique –Produce a goal structure based on pre- existing manual procedures to obtain a more natural hierarchy expert versus novice How cognitive are they?

Linguistic notations Understanding the user's behaviour and cognitive difficulty based on analysis of language between user and system. Similar in emphasis to dialogue models Backus–Naur Form (BNF) Task–Action Grammar (TAG)

Backus-Naur Form (BNF) Very common notation from computer science A purely syntactic view of the dialogue Terminals –lowest level of user behaviour –e.g. CLICK-MOUSE, MOVE-MOUSE Nonterminals –ordering of terminals –higher level of abstraction –e.g. select-menu, position-mouse

Example of BNF Basic syntax: –nonterminal ::= expression An expression –contains terminals and nonterminals –combined in sequence (+) or as alternatives (|) draw line ::= select line + choose points + last point select line ::= pos mouse + CLICK MOUSE choose points::= choose one | choose one + choose points choose one ::= pos mouse + CLICK MOUSE last point ::= pos mouse + DBL CLICK MOUSE pos mouse ::= NULL | MOVE MOUSE+ pos mouse

Measurements with BNF Number of rules (not so good) Number of + and | operators Complications –same syntax for different semantics –no reflection of user's perception –minimal consistency checking

Task Action Grammar (TAG) Making consistency more explicit Encoding user's world knowledge Parameterised grammar rules Nonterminals are modified to include additional semantic features

Consistency in TAG In BNF, three UNIX commands would be described as: copy ::= cp + filename + filename | cp + filenames + directory move::= mv + filename + filename | mv + filenames + directory link::= ln + filename + filename | ln + filenames + directory No BNF measure could distinguish between this and a less consistent grammar in which link::= ln + filename + filename | ln + directory + filenames

Consistency in TAG (cont'd) consistency of argument order made explicit using a parameter, or semantic feature for file operations Feature Possible values Op = copy; move; link Rules file-op[Op] ::=command[Op] + filename + filename | command[Op] + filenames + directory command[Op = copy] ::= cp command[Op = move] ::= mv command[Op = link] ::= ln

Other uses of TAG User’s existing knowledge Congruence between features and commands These are modelled as derived rules

Physical and device models The Keystroke Level Model (KLM) Buxton's 3-state model –Bill Buxton.comBill Buxton.com –Bill Buxton at MicrosoftBill Buxton at Microsoft –Perspectives on DesignPerspectives on Design Based on empirical knowledge of human motor system User's task: acquisition then execution. –these only address execution Complementary with goal hierarchies

Keystroke Level Model (KLM) lowest level of (original) GOMS six execution phase operators –Physical motor:K - keystroking P - pointing H - homing D - drawing –MentalM - mental preparation –SystemR - response times are empirically determined. Texecute = TK + TP + TH + TD + TM + TR

KLM example GOAL: ICONISE-WINDOW [select GOAL: USE-CLOSE-METHOD. MOVE-MOUSE-TO- FILE-MENU. PULL-DOWN-FILE-MENU. CLICK-OVER-CLOSE-OPTION GOAL: USE-CTRL-W-METHOD PRESS-CONTROL-W-KEY] compare alternatives: USE-CTRL-W-METHOD vs. USE-CLOSE-METHOD assume hand starts on mouse USE-CLOSE-METHOD P[to menu] 1.1 B[LEFT down]0.1 M 1.35 P[to option]1.1 B[LEFT up]0.1 Total 3.75 s USE-CTRL-W-METHOD H[to kbd] 0.40 M 1.35 K[ctrlW key]0.28 Total 2.03 s

Architectural models All of these cognitive models make assumptions about the architecture of the human mind. Long-term/Short-term memory Problem spaces Interacting Cognitive Subsystems Connectionist ACT

Display-based interaction Most cognitive models do not deal with user observation and perception Some techniques have been extended to handle system output (e.g., BNF with sensing terminals, Display-TAG) but problems persist Exploratory interaction versus planning