Imran Hussain University of Management and Technology (UMT)

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Presentation transcript:

Imran Hussain University of Management and Technology (UMT) Virtual University Human-Computer Interaction Lecture 9 Cognitive Processes – Part I Imran Hussain University of Management and Technology (UMT) 1

In the Last Lecture Vision Hearing Touch (Haptic Perception) Movement Color Theory 3D Vision Reading Hearing Human Ear Processing Sound Touch (Haptic Perception) Skin Physiology Types of haptic senses Movement Movement Perception 2

In Today’s Lecture Attention Models of Attention Consequences Memory A Model Of Memory Sensory Memory Short Term Memory Long Term Memory 1

Attention What is attention. Visual attention. Auditory attention. many competing stimuli, but. only limited capacity. therefore need to focus, and select. Visual attention. based on location and colour. Auditory attention. based on pitch, timbre, intensity, etc. Color can be a powerful tool to improve user interfaces, but its inappropriate use can severely reduce the performance of the systems we build

Models of Attention Available capacity senses Short term store Divided attention Focused attention Available capacity senses Short term store Possible activities Processing

Focused Attention Only one thing can be the focus of attention Attention focus is voluntary or involuntary Factors affecting attentional focus meaningfulness structure of display use of color, intensity, use of modalities

Example 1 (Preece, P. 103) 2

Attention and Automatic Action Frequent activities become automatic. Carried out without conscious attention. User does not make conscious decision. Requiring confirmation does not necessarily reduce errors! 1

Consequences Design to assist attentional focus in the right place. Help user to. attend his/her task not the interface. decide what to focus on, based on their tasks, interest,etc. to stay focused, do not provide unnecessary distractions. structure his/her task, e.g. help Create distraction, when really necessary! Use alerts (only) when appropriate!

Consequences Make information salient when it needs attending to Use techniques that make things stand out like colour, ordering, spacing, underlining, sequencing and animation Avoid cluttering the interface - follow the google.com example of crisp, simple design Avoid using too much colors because the software allows it

An example of over-use of graphics

Memory Cognitive models of memory Activation in memory Implications of memory models Applications of memory models

Memory Involves encoding and recalling knowledge and acting appropriately We don’t remember everything - involves filtering and processing Context is important in affecting our memory We recognize things much better than being able to recall things The rise of the GUI over command-based interfaces Better at remembering images than words The use of icons rather than names

A Model of Memory Sensory memory Short term memory Long term memory Three memory stores sensory memory input buffer visual or acoustic short term memory ‘scratchpad’ store Long term memory stores facts and meanings semantically organised Short term memory Long term memory

Revised Memory Model Sensory memory Working memory Long term memory Working memory is a subset of LTM. Items are semantically linked. items in working memory are activated. activation is supplied from other linked chunks and from sensory input. Sensory memory Working memory Long term memory

Revised Human Processor Model and Related Memory Visual Stimulus Perceptual processor Visual image store Working memory Long term memory Auditory image store Motor processor Cognitive Processor

Sensory Memory/ Perceptual Store Visual and auditory impressions visuospatial sketchpad, phonological loop Very brief, but veridical representation of what was perceived Details decay quickly (~.5 sec) Rehearsal prevents decay Another task prevents rehearsal Types Iconic: for visual stimulus (fireworks trail, finger moving) Aural: for auditory stimulus (repeat a question) Haptic: touch stimulus

Sensory Memory/ Perceptual Store Buffers for stimuli received through senses iconic memory: visual stimuli echoic memory: aural stimuli haptic memory: tactile stimuli Examples “sparkler” trail, finger moving stereo sound Continuously overwritten

Short Term Memory Display format should match memory system used to perform task New info can interfere with old info Scratch-pad for temporary recall rapid access ~ 70ms rapid decay ~ 200ms limited capacity - 7± 2 chunks (chunk formation called “closure”)

Short Term Memory - Example Memory flushing ATM machine provides ATM card to user before cash

Short Term Memory Example 35 x 6 Step 1: 30 x 6 Step 2: 5 x 6 Ans: step 1 + step 2

(The Cat Ran Up The Tree) Short Term Memory Example 212348278493202 (difficult) 0121 414 2626 (easy) HEC ATR ANU PTH ETR EET (The Cat Ran Up The Tree)

Serial Position Curve (without distracter) How does the position in the list effect recall? Serial Position Curve

Components of the serial position curve Recency effect better recall for items at the end of the list because these items are still active in STM (and possibly SM) at time of recall Primacy effect: better recall for items at the beginning of the list (because these items have been rehearsed more frequently than other items and thus have a greater chance of being placed in LTM) Chance of recall Position in list LTM STM Recall after 30 s Imme- diate recall

Serial Position Curve The distracter task diminish the recency effect since the items at the end of the list no longer in the STM Primacy effect is still present since the information in LTM is not effected by distracter task

Long Term Memory Organized as a network of connected chunks of knowledge active chunks are in the working memory activation spreads through the network strength of connection retrieval of items into WM Repository for all our knowledge slow access ~ 1/10 second slow decay, if any huge or unlimited capacity

Long Term Memory dog chewed chased cat food stole Example the dog chewed the food the cat stole the food the dog chased the cat dog chewed chased cat food stole

semantic LTM derived from episodic LTM LT Memory Structure Episodic memory Events & experiences in serial form Helps us recall what occurred Semantic memory Structured record of facts, concepts & skills One theory says it’s like a network Another uses frames & scripts (like record structs) semantic LTM derived from episodic LTM

LT Memory Structure Semantic memory structure Model: semantic network provides access to information represents relationships between bits of information supports inference Model: semantic network inheritance – child nodes inherit properties of parent nodes relationships between bits of information explicit supports inference through inheritance

LTM - semantic network

Models of LTM - Frames Information organized in data structures Slots in structure instantiated with values for instance of data Type–subtype relationships DOG Fixed legs: 4 Default diet: carniverous sound: bark Variable size: colour COLLIE Fixed breed of: DOG type: sheepdog Default size: 65 cm Variable colour

Script for a visit to the vet Models of LTM - Scripts Model of stereotypical information required to interpret situation Script has elements that can be instantiated with values for context “John took his dog to the surgery. After seeing the vet he left.” Script for a visit to the vet Entry conditions: dog ill vet open owner has money Result: dog better owner poorer vet richer Props: examination table medicine instruments Roles: vet examines diagnoses treats owner brings dog in pays takes dog out Scenes: arriving at reception waiting in room examination paying Tracks: dog needs medicine dog needs operation

Models of LTM - Production System Representation of procedural knowledge Knowledge of how to do something Condition/action rules stored in LTM Info comes to STM if condition is matched in LTM then use rule to determine action. IF dog is wagging tail THEN pat dog IF dog is growling THEN run away

LTM processes 3 processes Storage Forgetting Information retrieval

LTM - Storage of information rehearsal information moves from STM to LTM total time hypothesis amount retained proportional to rehearsal time distribution of practice effect optimized by spreading learning over time structure, meaning and familiarity information easier to remember

LTM - Forgetting decay interference information is lost gradually but very slowly interference new information replaces old: retroactive interference old may interfere with new: proactive inhibition so may not forget at all memory is selective … … affected by emotion – can subconsciously `choose' to forget

Memory Characteristics Things move from STM to LTM by rehearsal & practice and by use in context We “forget” things due to decay and interference Unclear if we ever really forget something Lack of use Similar gets in way of old

LTM - retrieval recall recognition information reproduced from memory can be assisted by cues, e.g. categories, imagery recognition information gives knowledge that it has been seen before less complex than recall - information is cue

The problem with the classic ‘72’ George Miller’s theory of how much information people can remember People’s immediate memory capacity is very limited Many designers have been led to believe that this is useful finding for interaction design

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 till they see 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 design But it depends on task and available screen estate

More appropriate application of memory research File management and retrieval is a real problem to most users Research on information retrieval can be usefully applied Memory involves 2 processes recall-directed and recognition-based scanning Recall is based on context Not recognizing neighbour in bus Recognition rather than recall Browser bookmarks GUI interface icons

File Management File management systems should be designed to optimize both kinds of memory processes Facilitate existing memory strategies and try to assist users when they get stuck Help users encode files in richer ways Provide them with ways of saving files using colour, flagging, image, flexible text, time stamping, etc

(Function allocation) People Good Infinite capacity LTM LTM duration & complexity Bad Limited capacity STM Limited duration STM Unreliable access to LTM Error-prone processing Slow processing Computer is opposite! Allow one who does it best to do it! (Function allocation)

Next Lecture Learning Problem Solving Errors Emotions