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Cognitive Modeling 1 Predicting thougts and actions Agenda • Human’s role in HCI • Predictive evaluation (continued) Cognitive modeling - Model Human Processor - GOMS - Cognitive Complexity Theory - Keystroke-level models

Cognitive Modeling 1 Predicting thougts and actions Agenda Human’s role in HCI Predictive evaluation (continued) Cognitive modeling - Model Human Processor

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Page 1: Cognitive Modeling 1 Predicting thougts and actions Agenda Human’s role in HCI Predictive evaluation (continued)  Cognitive modeling - Model Human Processor

Cognitive Modeling 1Predicting thougts and actions

Agenda• Human’s role in HCI• Predictive evaluation (continued)

Cognitive modeling- Model Human Processor- GOMS- Cognitive Complexity Theory- Keystroke-level models

Page 2: Cognitive Modeling 1 Predicting thougts and actions Agenda Human’s role in HCI Predictive evaluation (continued)  Cognitive modeling - Model Human Processor

Fall 2002 CS/PSY 6750 2

Human Role

• How is human viewed in HCI What is human role?

• Different roles engender different frameworks

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Fall 2002 CS/PSY 6750 3

Roles

• 1. Human = Sensory processor Experimental psych, sensory psych

• 2. Human = Interpreter/Predicter Cognitive psych, AI

• 3. Human = Actor in environment Activity theory, ethnography, ecological

psych

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What Makes a System Usable

• 1. Human = Sensory processor Usability = Fit within human limits

• 2. Human = Interpreter/Predicter Usability = Fit with knowledge

• 3. Human = Actor in environment Usability = Fit with task and social

context

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Evaluation Techniques

• 1. Human = Sensory processor Quantitative experiments

• 2. Human = Interpreter/Predicter Task analysis, cognitive walkthrough

• 3. Human = Actor in environment Ethnographic field work, participatory

design

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Two Views of Interaction

• Interaction with Software system is a tool or machine Interface is a usability-engineered membrane Human-as-processor & -interpreter models

• Interaction through Software is a medium used to interact with

task objects or other people Interface plays a role in social context Human-as-interpreter & -actor models

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Cognitive/User Modeling

• Idea: If we can build a model of how a user works, then we can predict how s/he will interact with the interface Predictive modeling, predictive evaluation

• We do not even need a mock-up or prototype

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Components

• Model some aspects of user’s understanding, knowledge, intentions and processing

• Vary in representation levels: high level plans and problem-solving to low level motor actions such as keypresses

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Differing Approaches

• Many different modeling techniques exist Human as information processing machine

Many subfamilies and related models(Today)

Human as actor in contextSituation action, Activity theory,

Distributed cognition(To come later…)

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1. Model Human Processor

• Consider humans as information processing systems Predicting performance Not deciding how one would act A “procedural” model

People learn to use products by generating rules for their use and “running” their mental model while interacting with system

• From Card, Moran, and Newell (1980’s)

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MHP Components

• Set of memories and processors together

• Set of “principles of operation”• Discrete, sequential model• Each stage has timing characteristics

(add the stage times to get overall performance times)

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3 (Three) Subsystems

• Perceptual, cognitive and motor• Each has own memories and

processors

• Fundamental recognize-act cycle of behavior Contents of working memory trigger

actions held in long-term memory

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Perceptual System

• Consists of sensors and associated buffer memories Most important memories being visual

image store and audio image store Hold output of sensory system while it is

being symbolically coded

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Cognitive System

• Receives symbolically coded information from sensory image stores in its working memory

• Uses that with previously stored information in long-term memory to make decisions on how to respond

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Motor System

• Carries out appropriate response

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Fall 2002 CS/PSY 6750 16

Principles of Operation

• Set of principles that describe how behavior occurs (based on experimental findings about humans) Recognize-act cycle, variable perceptual

processor rate, encoding specificity, discrimination, variable cognitive processor rate, Fitt’s law, Power law of practice, uncertainty, rationality, problem space

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Related Modeling Techniques

• Many techniques fall within this “human as information processor” model

• Common thread - hierarchical decomposition Divide behaviors into smaller chunks Questions:

What is unit chunk?When to start/stop?

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Fall 2002 CS/PSY 6750 19

2. GOMS

• Goals, Operators, Methods, Selection

Rules Developed by Card, Moran and Newell

• Probably the most widely known and used technique in this family

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Assumptions

• “Expert” is performing UI operations• Interacting with system is problem

solving• Decompose into subproblems• Determine goals to attack problem• Know sequence of operations used to

achieve the goals• Timing values for each operation

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Goal

• End state trying to achieve• Then decompose into subgoals

Moved sentence

Select sentence

Cut sentence

Paste sentence

Move to new spot

Place it

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Operators

• Basic actions available for performing a task (lowest level actions)

• Examples: move mouse pointer, drag, press key, read dialog box, …

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Methods

• Sequence of operators (procedures) for accomplishing a goal (may be multiple)

• Example: Select sentence Move mouse pointer to first word Depress button Drag to last word Release

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Selection Rules

• Invoked when there is a choice of a method

• GOMS attempts to predict which methods will be used

• Example: Could cut sentence either by menu pulldown or by ctrl-x

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GOMS Procedure

• Walk through sequence of steps • Assign each an approximate time

duration

• -> Know overall performance time

• (Can be tedious)

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Application

• NYNEX telephone operation system• GOMS analysis used to determine

critical path, time to complete typical task

• Determined that new system would actually be slower

• Abandoned, saving millions of dollars

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Limitations

• GOMS is not for Tasks where steps are not well

understood Inexperienced users

• Why?

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Fall 2002 CS/PSY 6750 28

GOMS Variants

• GOMS is often combined with a keystroke level analysis KLM - Keystroke level model Analyze only observable behaviors such as

keypresses, mouse movements Low-level GOMS where method is given

• Tasks split into two phases Acquisition of task - user builds mental rep. Execution of task - using system facilities

KLM predicts

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Procedure

• How KLM works Assigns times to different operators Plus: Rules for adding M’s (mental

preparations) in certain spots

• Chart on next slide

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Example

1. Select sentence Reach for mouse H 0.40 Point to first word P 1.10 Click button down K 0.60 Drag to last word P 1.20 Release K 0.60

3.90 secs

2. Cut sentence Press, hold ^ Point to menu Press and release ‘x’ or Press and hold mouse Release ^ Move to “cut”

Release

3. ...

Move Sentence

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Other GOMS Variants

• NGOMSL (Kieras) Very similar to GOMS Goals expressed as noun-action pair,

eg., delete word Same predictions as other methods More sophisticated, incorporates

learning, consistency Handles expert-novice difference, etc.

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3. Production Systems

• Cognitive Complexity Theory Uses goal decomposition from GOMS

and provides more predictive power Goal-like hierarchy expressed using

production rulesif condition, then actionMakes a generalized transition

network

From Kieras and Polson

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Modeling Problems

• 1. Terminology - example High frequency use experts - cmd language Infrequent novices - menus What’s “frequent”, “novice”?

• 2. Dependent on “grain of analysis” employed Can break down getting a cup of coffee into 7,

20, or 50 tasks That affects number of rules and their types

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Modeling Problems (contd.)

• 3. Does not involve user per se Don’t inform designer of what user

wants

• 4. Time-consuming and lengthy

• 5. One user, one computer model No social context