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Copyright 2006 John Wiley & Sons, Inc
Chapter IV– Cognitive
Engineering
[1] HCI: Developing Effective Organizational Information Systems, Dov Te’eni, Jane Carey, Ping Zhang
[2] Interaction Design: Beyond Human-Computer Interaction, Yvonne Rogers, Helen Sharp, Jennifer Preece
Copyright 2006 John Wiley & Sons, Inc
Introduction [1]
Cognitive engineering applies knowledge of cognitive psychology to the design and development of systems that support the cognitive processes of users.
A simplified cognitive model of human information processing serves as the basis for understanding how cognitive resources such as memory and attention are utilized in HCI.
Additional models such as Norman’s model of user activity and the GOMS model further demonstrate how user interact with computers and the implications for designers.
Complexity is seen to represent the utilization of scarce cognitive resources and reducing complexity is one of the goals of cognitive engineering.
Copyright 2006 John Wiley & Sons, Inc
A Simplified View of Human
Information Processing (HIP) [1]
Figure 5.3 presents a simplified model of Human
Information Processing which includes processors
and memories that interact in order to process
information.
There are three types of processors:
Perceptual,
Cognitive, and
Motor processors.
Two types of memory:
Working memory
Long-term memory
Copyright 2006 John Wiley & Sons, Inc
A Simplified View of Human
Information Processing (HIP) [1]
Figure 5.3 A simplified model of Human Information Processing (HIP),
including memories and processor.
MemoryProcessors
Working
Memory
Perception Motor
Verbal
Cognition
Attention
Memory
Working
Memory
Perception
Spatial
data
Long term
Memory
MemoryProcessors
Working
Memory
Perception Motor
Verbal
Cognition
Attention
Memory
Working
Memory
Perception
Spatial
data
Long term
Memory
Copyright 2006 John Wiley & Sons, Inc
A Simplified View of Human
Information Processing (HIP) [1]
Performance: the speed and accuracy of the
information-processing task.
Automatic behavior: behavior characterized
by cognitive processes that are fast and
cognitively undemanding.
Controlled behavior: behavior characterized
by cognitive processes that are relatively slow
and cognitively demanding.
Copyright 2006 John Wiley & Sons, Inc
A Simplified View of Human
Information Processing (HIP) [1]
Processing of Images: processing characterized as spatial, graphic, and holistic.
Processing of verbal information: processing characterized as sequential, linguistic, and procedural.
Memory Aids
Heuristics: rules of thumb that depend heavily on the content and context of the task.
Metaphor: a cognitive process in which an experience is related to an already familiar concept.
Mental model: a representation of the conceptual structure of a device or a system.
7 www.id-book.com
Why do we need to understand users? [2]
Interacting with technology is cognitive
Need to take into account cognitive processes involved and cognitive limitations of users
Provides knowledge about what users can and cannot be expected to do
Identifies and explains the nature and causes of problems users encounter
Supply theories, modelling tools, guidance and methods that can lead to the design of better interactive products
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Cognitive processes [2]
Attention
Perception and recognition
Memory
Learning
Reading, speaking and listening
Problem-solving, planning, reasoning and decision-
making
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Attention [2]
Selecting things to concentrate on at a point in time from the mass of stimuli around us
Allows us to to focus on information that is relevant to what we are doing
Involves audio and/or visual senses
Focussed and divided attention enables us to be selective in terms of the mass of competing stimuli but limits our ability to keep track of all events
Information at the interface should be structured to capture users’ attention, e.g. use perceptual boundaries (windows), colour, reverse video, sound and flashing lights
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Activity: Find the price of a double room at the Holiday Inn
in Bradley [2]
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Activity: Find the price for a double room at the Quality Inn
in Columbia [2]
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Activity [2]
Tullis (1987) found that the two screens produced quite different results 1st screen - took an average of 5.5 seconds to search
2nd screen - took 3.2 seconds to search
Why, since both displays have the same density of information (31%)?
Spacing In the 1st screen the information is bunched up together,
making it hard to search
In the 2nd screen the characters are grouped into vertical categories of information making it easier
Copyright 2006 John Wiley & Sons, Inc
The Complexity of HCI [1]
Complexity of HCI: the
human resources
needed for interacting
with the computer to
accomplish the task.
Figure 5.4 HCI as a Bridge between Human and Computer
Copyright 2006 John Wiley & Sons, Inc
Gulfs of Execution and Evaluation
[1]
Gulf of execution: the gap between the
user’s goal and its computerized
implementation.
Gulf of evaluation: the gap between the
computerized implementation of the user’s
goal and its evaluation by the user.
Copyright 2006 John Wiley & Sons, Inc
Bridging the gaps using Norman’s
Model [1]
Figure 5.6 Norman's seven stage model of
user activity
•Establish a goal that needs to be
accomplished.
•Form the intention (or hierarchy of
intentions) that will accomplish the goal.
•Specify the action sequence to
implement the intentions.
•Execute the action.
•Perceive the state of system resulting
from the action.
•Interpret the system state.
•Evaluate your interpretation against
the expectation based on your
intentions.
Goals
Intentions Evaluation
Action
specificationInterpretation
Execution Perception
Physical
system
Copyright 2006 John Wiley & Sons, Inc
Fit and Complexity [1]
The fit between the user’s mental model of
the system and the actual model of the
system affects complexity, too. The greater
the fit, the easier it is to determine how to
translate goals into action. The greater the
misfit, the more difficult and more erroneous
is the process of bridging the execution and
evaluation gulfs.
Copyright 2006 John Wiley & Sons, Inc
User Activity with Multiple Intentions[1]
Users in organizational settings usually interact with
computers to achieve complex goals.
Norman’s model of user activity can be useful for
describing the user activity involved in more complex
tasks by modelling multiple intentions to accomplish a
single goal, (e.g. checking a new sales forecast and
summing the corresponding revenues).
Each of these two intentions describes how the
seven stages are organized to bridge the gulfs
between the computer and the user.
Copyright 2006 John Wiley & Sons, Inc
Causes of Errors [1]
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Perception [2]
How information is acquired from the world and
transformed into experiences
Obvious implication is to design representations that
are readily perceivable, e.g.
Text should be legible
Icons should be easy to distinguish and read
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Is color contrast good? Find italian [2]
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Are borders and white space
better? Find french [2]
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Activity [2]
Weller (2004) found people took less time to
locate items for information that was grouped
using a border (2nd screen) compared with using
color contrast (1st screen)
Some argue that too much white space on
web pages is detrimental to search
Makes it hard to find information
Do you agree?
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Which is easiest to read and why?
[2]
What is the time?
What is the time?
What is the time?
What is the time?
What is the time?
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Design implications [2]
Icons should enable users to readily distinguish their meaning
Bordering and spacing are effective visual ways of grouping information
Sounds should be audible and distinguishable
Speech output should enable users to distinguish between the set of spoken words
Text should be legible and distinguishable from the background
Tactile feedback should allow users to recognize and distinguish different meanings
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Memory [2]
Involves first encoding and then retrieving knowledge
We don’t remember everything - involves filtering and processing what is attended to
Context is important in affecting our memory (i.e. where, when)
We recognize things much better than being able to recall things
2. Number of Elements in an
Interface
21/01/2014 (Adapted from Pressman 2005 and Stallings 2005) 26
21/01/2014 27 © Juan Manuel Gómez Reynoso, Ph.D.
(Adapted from Pressman 2005 and
Stallings 2005)
Human factors in interface design
Limited short-term memory People can instantaneously remember about 7 items of
information. If you present more than this, they are more liable to make mistakes.
People make mistakes When people make mistakes and systems go wrong,
inappropriate alarms and messages can increase stress and hence the likelihood of more mistakes.
People are different People have a wide range of physical capabilities. Designers
should not just design for their own capabilities.
People have different interaction preferences Some like pictures, some like text.
21/01/2014 28 © Juan Manuel Gómez Reynoso, Ph.D.
(Adapted from Pressman 2005 and
Stallings 2005)
People’s Mind
People learn through mental models
A mental model is acquired through the
intervention of the 3 levels of memory
Long term memory: retrieve
Short term memory: perceive. Short-term
memory (STM) refers to memories that last no
longer than 30 seconds unless they are
rehearsed in that timeframe.
Working memory: put together pieces, then
store
Memory Span
The exact reasons for forgetting information over a
short period of time are disputed
The general consensus is that the amount of new
facts we can retain over short periods of time are
severely restricted by this process of forgetting.
Another term for the capacity of short-term memory is
'memory span'.
A memory span test consists of the individual
conducting the experiment reading out lists of words
or digits which increase in length. The longest list a
person can remember in the correct order in over half
the trials is known as his or her memory span.
Chunking
A method of improving our ability to remember things over a
short period of time is called chunking.
This is also a word used to describe the organization of things
into meaningful sections.
Realistically, the average person under normal conditions can
expect to remember four items short-term. With chunking, it is
possible to remember far more.
For example, it is easier to remember nine numbers in three
groups of three.
The total capacity of short-term memory is hard to define
because it will be different depending on the material used.
Generally speaking however, short-term memory can be
affected by long term memory, time taken to pronounce words
and differences between individuals
Copyright 2006 John Wiley & Sons, Inc
21/01/2014 31© Juan Manuel Gómez Reynoso, Ph.D.
(Adapted from Pressman 2005 and Stallings
2005)
Learning Model
Auto
Human’s mind is able to detect 7 ± 2 elements at the same time
32
Processing in memory [2]
Encoding is first stage of memory determines which information is attended to in the
environment and how it is interpreted
The more attention paid to something…
The more it is processed in terms of thinking about it and comparing it with other knowledge…
The more likely it is to be remembered e.g. when learning about HCI, it is much better to reflect
upon it, carry out exercises, have discussions with others about it, and write notes than just passively read a book, listen to a lecture or watch a video about it
33
Context is important [2]
Context affects the extent to which information can be subsequently retrieved
Sometimes it can be difficult for people to recall information that was encoded in a different context: “You are on a train and someone comes up to you and says
hello. You don’t recognize him for a few moments but then realize it is one of your neighbors. You are only used to seeing your neighbor in the hallway of your apartment block and seeing him out of context makes him difficult to recognize initially”
34
Activity [2]
Try to remember the dates of your grandparents’ birthday
Try to remember the cover of the last two DVDs you bought or rented
Which was easiest? Why?
People are very good at remembering visual cues about things e.g. the color of items, the location of objects and marks on an
object
They find it more difficult to learn and remember arbitrary material e.g. birthdays and phone numbers
35
Recognition versus recall [2]
Command-based interfaces require users to recall from memory a name from a possible set of 100s
GUIs provide visually-based options that users need only browse through until they recognize one
Web browsers, MP3 players, etc., provide lists of visited URLs, song titles etc., that support recognition memory
36
The problem with the classic ‘72’
[2]
George Miller’s (1956) theory of how much
information people can remember
People’s immediate memory capacity is very
limited
Many designers think this is useful finding for
interaction design
But…
37
What some designers get up to…[2]
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?
38
Why? [2]
Inappropriate application of the theory
People can scan lists of bullets, tabs, menu items for 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
But depends on task and available screen estate
39
Personal information management [2]
Personal information management is a growing problem for many users vast numbers of documents, images, music files, video clips,
emails, attachments, bookmarks, etc.,
where and how to save them all, then remembering what they were called and where to find them again
naming most common means of encoding them
but can be difficult to remember, especially when have 1000s and 1000s
How might such a process be facilitated taking into account
people’s memory abilities?
40
Personal information management
[2]
Memory involves 2 processes recall-directed and recognition-based scanning
File management systems should be designed to optimize both kinds of memory processes e.g. Search box and history list
Help users encode files in richer ways Provide them with ways of saving files using colour, flagging,
image, flexible text, time stamping, etc
Copyright 2006 John Wiley & Sons, Inc
The GOMS Model for Describing HCI[1]
GOMS: Goals, Operators, Methods, and Selection rules are the elements of a model that describes purposeful HCI.
Goals specify what the user wants and intends to achieve.
Operators are the building blocks for describing human-computer interaction at the concrete level.
Methods are programs built with operators that are designed to accomplish goals.
Selection rules predict which method will be used. For example, “If the mouse is working, select ‘point to an item on screen’, if not select ‘choose OPEN option in file menu’”.
GOMS Architecture
Copyright 2006 John Wiley & Sons, Inc
Using GOMS [1]
Repeat
until
Satisfied
Choose Top Level Goals
Start
Draft Operators and
Methods for Each Goal
Select Methods
Check for Goal Attainment
Further
Refinement
Needed?
Stop
No
Yes
Figure 5.9 A flow chart for building GOMS
Example: Check email
Procedure check_emails Goal Login
Goal read_email Goal memorize_sender's_name
Goal read_email_body
Goal reply_email(x) Selection rule Select_appropriate_formulation(x)
Goal reply_email_friend
Operator Type (Hi <x>)
…
Goal reply_email_familly
Operator Type (Dear <x>)
…
Loop
Goal: Logout
Mental operations
Perceived_item: John
Visual buffer
(John, relation, friend)
Long term memory
(Jack, relation, family)
If Perceived_item = XAnd (X, relation, friend)
Then Process goal reply_email_friend
Selection rule
Reply_email_friendReply_email_familymemorize_sender's_name
Goals
(email, name, John)
How To Use GOMS
1. Analyze hierarchical structure of a task
a. coarse analysis focuses more on the cognitive structure of a task
b. fine analysis focuses more on the structure imposed by the specific interface design
2. Analyze alternative methods
3. Assign operators to base level goals
4. Assign times to operators
5. Sum the operator times
Operator Times
Press key on keyboard 280 ms
Use mouse to point to object on screen 1,500 ms
Move hand to pointing device 300 ms
Move eyes to location on screen 230 ms
Retrieve item from memory 1,200 ms
Learn a single step in a procedure 25,000 ms
Select among methods 1,200 ms
More available in ABCS, GOMSL and CM&N
Summary
• A method to describe tasks and how a user performs those tasks with a specific design– bridges task analysis with a specific interface design
– error-free, goal-directed, and rational behavior
• Views humans as information processors– small number of cognitive, perceptual, and motor operators characterize
user behavior
• To apply GOMS:– analyze task to identify user goals (hierarchical)
– identify operators to achieve goals
– sum operator times to predict performance
Copyright 2006 John Wiley & Sons, Inc
Using GOMS for text editing [1]
Operators Mental primitives for flow of control:
Accomplish the goal of <goal description>
Report goal accomplished
Decision: if<operator> then<operator> else<operator>
Goto step <number>
Memory stage and retrieval Recall that <working memory object>
Retain that <working memory object>
Forget that <working memory object>
Retrieve LTM that <long-term-memory object>
Primitive external operators Move mouse
Press key <key name>
Type in <string of characters>
Move-cursor to <target coordinates>
Copyright 2006 John Wiley & Sons, Inc
Errors [1]
Errors: deviations from intentional behavior that is
either skill, rule or knowledge based.
Classification of errors based on behavior type:
Skill based behavior: automatic behavior that is
predefined and requires minimal cognitive resources.
Rule based behavior: controlled behavior that relies
on predefined rules of behavior that are contingent on
particular situation encountered.
Knowledge based behavior: highly controlled
behavior that requires assessment and generation of
new rules of behavior, and is demanding of cognitive
resources.