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Hansjörg Neth Stephen J. Payne School of Psychology, Cardiff University Digital Calculations 1 0011 2 Digit Addition as Interactive Problem Solving
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Interactive Addition, CogSci 2001 2/17 Introduction: Feedback Loops - Evolution of the genotype - Development and learning of the individual - Interactive problem solving Cognitive Agent Perception Environment Action
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Interactive Addition, CogSci 2001 3/17 Interaction: internal external External representations provide constraints on problem solving (e.g. Larkin & Simon, 1987; Zhang and Norman, 1994) Cost of operator application affects planning and learning (e.g. O’Hara & Payne, 1998) Information displays as a resource in human-computer interaction (e.g. Payne, 1991; Gray & Fu, 2001)
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Interactive Addition, CogSci 2001 4/17 ‘Complementary’ actions Kirsh (1995): Counting coins with or w/o hands - spontaneous ‘organizing activities’ - increased speed and accuracy But: - hands can serve multiple functions - coins ‘afford’ to be manipulated
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Interactive Addition, CogSci 2001 5/17 Experiment: Interaction in Addition Please add these numbers: (a) Linear: Sum: 2 5 6 13 17 12 (b) Pairs: Sum: 2 12 13 17 610 (c) Complements: Sum: 2 5 6 10 17 2 3 1 7 4 Three strategies: Task: Environmental Arithmetic
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Interactive Addition, CogSci 2001 6/17 P 4 3 9 7 8 6 5 4 2 1 5 9 N 9 4 5 8 9 6 3 2 1 5 7 2 Materials: Lists of single digit numbers 1 2 3 4 5 5 6 7 8 9}Same ingredients, e.g. R 1 {1 2 3 4 5 5 6 7 8 9} R 2 Different structures: Pair lists: 4 3 9 7 8 6 5 4 2 1 5 9 Σ=63 C 3 1 8 6 5 3 9 4 5 7 2 9 Complement list: 3 1 8 6 5 3 9 4 5 7 2 9=62 3 4 10 18 23 26 30 39 44 51 60 62 Neutral list: 9 4 5 8 9 6 3 2 1 5 7 2=61 9 13 18 26 35 41 44 46 47 52 59 61 Structuring the Environment
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Interactive Addition, CogSci 2001 7/17 Design & Procedure Experimental factors: 1.List type: linear (P, C, N) vs. spatial (S) 2.List length: 4, 8, 12 single-digit numbers 3.Interactive mode: look only, point, mark, move Mixed design: within/between-subjects; 44 undergraduates, each participant correctly added 36 lists in ~25 min.
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Interactive Addition, CogSci 2001 8/17 Questions & Hypotheses What do people do when they think? Spontaneous complementary actions? If so, why and how? Other factors? Predictions move > look only mark > point interactive features enable ‘smart’ strategies
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Interactive Addition, CogSci 2001 9/17 Performance: Accuracy and Latency
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Interactive Addition, CogSci 2001 10/17 Moderating factors? Moderating factor 1: List length
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Interactive Addition, CogSci 2001 11/17 Moderating factor 2: List type
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Interactive Addition, CogSci 2001 12/17 Strategies? Assessing ‘moves’ between two addends → Distance? Type? Sum of move distances per trial: More activity on longer lists Group differences only for short lists: move < [mark = point] Strategies: Mouse moves
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Interactive Addition, CogSci 2001 13/17 Move types: Choice of next addend
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Interactive Addition, CogSci 2001 14/17 Move distance x type Selection of nearest neighbours: - point group: 71% of all moves, - mark group: 61% ‘Attractiveness’ of move types? - neutral move: 0.53 nearest neighbours skipped - complement: 1.12 - pair: 2.20
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Interactive Addition, CogSci 2001 15/17 How did the movers move? Economy: No movements for short lists Strategies: - move to mark added numbers - move to group (e.g. pairs, triples…)
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Interactive Addition, CogSci 2001 16/17 Conclusions Spontaneous exploitation of interactive resources reliable differences in performance modulated by task characteristics explained by strategy differences Problems solving depends on the interactions between agent, task, and task environment.
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Interactive Addition, CogSci 2001 17/17 Implications Methodological: studying problem solving at a higher resolution Practical: costs and benefits of minimal interactions Conceptual: ‘action’ ~ ‘cognition’ ~ ‘perception’ What do we do when we think?
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