cognitive aspects of ui designcognetics: ergonomics for the brain aka cognitive engineering •the...
TRANSCRIPT
As hard as computers may be tounderstand, humans are harder!
Still, there are properties of humanlearning and performance that we can
focus on
Ergonomics
• er·go·nom·ics ("&r-g&-'nä-miks)
“…an applied science concerned withdesigning and arranging things peopleuse so that the people and thingsinteract most efficiently and safely…”
AKA human engineering
Cognetics: Ergonomics for theBrain
AKA cognitive engineering
• The study of human mental abilities,their limitations, and the applicationof this in design.
“Use a machine or tool in accord with itsstrengths and limitations and it will do agood job for you”
“Design a UI in accord with the abilitiesand foibles of humankind, and you willhelp the user to not only get the jobdone but also be a happier, moreproductive person”
What is Cognition?
• Facility for human-like processing ofinformation– Mental functions, processes, states of
intelligent entities
• More widely…– The act of knowing
– Social sense (emergent development ofknowledge and concepts)
Cognition as Computation
• Computational-RepresentationalUnderstanding/Theory of Mind
“Thinking can best be understood in termsof representational structures in the mind,and the computational procedures thatoperate on them”
The mind as a computer..?
Program
Data Structures +
Algorithms
= Running Program
Mind
Mental Representation +
Computational Procedures
= Thinking
What does cognition entail?
PerceivingThinking
RememberingLearning
Understandingand interacting
with others
PlanningImaginingPaintingWriting
Making decisionsSolving problems
Daydreaming
Specific Processes
• Attention
• Perception and recognition
• Memory
• Learning
• Reading, speaking, listening
• Problem solving, planning, reasoning,decision making
Attention
• Selective concentration– “Locus of attention”
• Involves senses
• Not always voluntary
• Cannot focus on more than one thing
Goals of attention
• Matching what we want with theinformation that is available
• Information presentation– Influences ability to attend to information
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Charleston
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Charleston
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Charleston
Columbia
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Motel/Hotel
Best Western
Days Inn
Holiday Inn N
Holiday Inn SW
Howard Johnsons
Ramada Inn
Best Western
Carolina Inn
Days Inn
Holiday Inn NW
Howard Johnsons
Quality Inn
Ramada Inn
Area
Code
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Phone
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881-1000
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774-8281
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772-7200
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Rates
Single Double
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Perception
• Acquiring and transforming informationinto experiences– Via sense organs
– Experiences of objects, events, sounds,tastes
• Perceptions do not automaticallybecome memories– Cannot assume that a user will therefore
remember
Design implications
• Information should be readily perceivedin the manner intended
• Combining media must be done socarefully– Lip syncing
Memory
• Recalling information so that we maybehave appropriately– E.g. face recognition, conversation
recollection
• Filtering process– We cannot remember everything
– Not perfect, sadly
The Memory Process
• Encoding– Determining what is attended to and how
interpreted
– More attention paid & more processing -->more likely to be remembered
• E.g. “Active learning”
• Context of encoding– Imagine running into someone “out of
context”
• We are better recognizers than recallers
Activity
Try to remember the dates of all thebirthdays of the members of your familyand close friends.
Next, try to recall the cover of the lastDVD or CD you bought
Design Considerations
• Don’t force your user to rememberarbitrary information– GUIs versus text-based design
– Web page bookmarks
– Many others
• File management
File Management
• We create huge numbers of files
• How do we make sure we can find themagain?
• Problem of information retrieval
Information Retrieval
• Two processes:
Recall-directed scanning
Use memory to get as close as possible
Recognition-based scanningRecall is insufficient, must look directly for file
Imagine trying to find a particular website
Information Retrieval
• Use processes together to facilitate filetracking
• Use memory to get as close as possible
• Then switch to recognition-basedpresentation
• Natural language processing can help
Design Implications
• Don’t overload user’s memories
• Promote recognition not recall– E.g. icons, menus, consistency
• Provide users with a variety of encodingmethods– OS X’s colour bars, e.g.
– Flagging
Techniques for Learning
• Learning by doing
• “Training wheels”– Restrict options for novices
– Make learning tractable
Learning Styles• Concrete
– Prefer information visualization– Seek direct relationship with knowledge
• E.g. practical applications
• Canonical– Prefer abstract symbol manipulation– Separate learner and information
• Also– Visual versus auditory versus active
Design Implications
• Encourage exploration– Dynalinking
• Offer variety– Different representations of the same
process or concept
• Constrain and guide the learner
Reading, speaking, listening
• Meaning constant across 3 modes• Some considerations
– Can re-read written information– Reading can be faster– Listening is “easier”– Written language is more constrained by
grammar– People have different abilities and
preferences
Examples of applications
• Interactive books/pages for learning foreignlanguages
• Speech recognition
• Speech generation
• Natural language systems
• Other input devices for assisting people withvarious disabilities– E.g. auditory and tactile interfaces for the blind
Design Implications
• Spoken menus and instructions shouldbe short
• Accentuate intonation and cadence inartificial voices
• Provide opportunities to adjust visualpresentation– E.g. enlarging text without disrupting
information presentation
Problem solving, planning,reasoning, decision making
• Reflective cognition– What to do, options and consequences– Involve conscious aspects; interaction with
others; artifacts (e.g. maps)
• Comparing different sources ofinformation– E.g. choosing a search engine or web
page
Level of Experience
• Affects reflective cognition– Novices may make assumptions or work
by “trial and error”
– Experts know optimal strategies• Consider an expert chess player
Building Habits
• What is a habit?
• Essential to higher life forms– Imagine driving; typing; walking
• Persistent use of an interface willdevelop habits– Must take advantage of this
– Ensure user habits smooth the flow of theirwork
Habit == automatic tasks
• Allows us to perform more than oneactivity at a time
• Automaticity prevents/reduces taskinterference– The more predictable/automatic a task, the
less it interferes with other tasks
• Can simulate simultaneity by switching
Points to consider
• Many problems with current UI are dueto the failure to embrace human habits– E.g. too many options shift attention from
task to choice of method
• Habits are very hard to break– Must ensure we build good ones
• No amount of training can prevent habitformation
Inevitability of habits
• Consider notion of “confirming beforeyou delete”– If errors are rare, will develop habit of
typing “Y”
• Any confirmation step that elicits a fixedresponse soon becomes useless
What do you think?
Can you brainstorm other confirmationtechniques that minimize errors due tohabitual response?
How will the user feel about your method?
Locus of Attention• Roger Penrose:
– “A characteristic feature of consciousthough…is its ‘oneness’ -- as opposed to agreat many independent activities going onat once”
• Evidence in studies asking users tomonitor a “demanding stream ofinformation”– Will miss alternative streams of
information, even presented to samesensory organ
Absorption
• The more intense the focus, the harderto shift the locus
• Can be essential to productivity
• Consider– Reading a book; video games; thinking
deeply
– Can be deadly -- e.g. 1972 plane crashwhile trying to change a bulb
Design Implications• Assume user is absorbed
– E.g. cursor changes do not always work
• User’s response can be proportional tothe degree of absorption– A user is most likely to miss a response
when it is most important
• If a UI is too stressful– The user focuses on the computer and not
his task– Can miss helpful aids when stressed about
unexpected computer behaviour
Design Implications
• Exploit the single locus of attention– Takes human about 10 seconds to switch
contexts from one task to another
• E.g. Canon CAT– Stored bit by bit image of screen
– Placed on screen when user restarted
– Appeared to “instant” start
• E.g. Card shuffling noise
Activity
• You can design interfaces so that errormessages are not necessary.– Discuss.
– How might this work? Do you think this ispossible?
Mental Models
• The user’s knowledge of how to use asystem and how the system works– Internal constructions of some aspect of
the external world
– Can be conscious or unconscious
• Use model to make inferences aboutinteraction
Mental Models
• Incorrect models are common
• Consider these two dilemmas– Coming home on a winter day
– Making pizza when you are starving
• Other examples– Crosswalks
– Frozen cursor
Mental Models & UI
• Mental models of interactive devices areoften poor
• Behaviour is often verystrange/unpredictable
• When models fail, users becomefrustrated
How can we facilitate bettermodels?
• Education– Tradeoff -- not everyone wants/has time to learn
• Design more transparent interfaces– Provide user feedback
– Intuitive interface
– Clear instructions
– Online tutorials
– Context sensitive guidelines when users are stuck
– Metaphor and analogy