Humans and Technology (Part II, Preece)

Cognitive Frameworks for HCI (Preece, Chapter 3)

Cognition: The design of an interactive system should take into account the human cognition, how we observe, how we react to things, how we focus our attention, how we learn.



Fig 3.1. Human Information Processing Stages (Preece p. 63)

The observation is encoded, compared with your experience, the suitable response is selected and executed. This model can be completed with the use of memory and attention.


Fig. 3.2. Extension of HIP (Preece p. 64)

The human brain has different ways of processing observations and storing them in the memory


Fig. 3.3. Multi-storage model of memory

Sensory Store Holds information for a very short period of time, sensations, sense data. Input buffer. 
The observations that we pay attention on are transferred into the short term memory.
Short term memory - working memory Can hold a number of units for a limited time ( a few seconds). 
The capacity is typically 7+-2 units.
Long term memory Holds information permanently. 
The information needs to be associated to other information in order to be available.

Design should take this into account. User can easily remember for a short time a few alternatives without visual support. (Telephone numbers can be remembered for a short time, but if needed to remember for a longer time some association is needed to support the memory)


Perception and Representation (Preece chapter 4)

Visual perception

Constructivistic Theory - Ecological Theory

Constructivistic Theory

The retina representation is compared in the memory and an object is constructed of the process.
We observe what we are used to see and what we have learned to see.
Examples
Letters: We have learned the letters and can connect them easily, parts of words are automatically completed to right words (we can understand misspelled words)
2D - 3D: We can convert 2D-images into perceptions of 3D objects.

How to use in design: Help the user to construct meaningful objects.

Gestalt laws of perceptual organization


Ecological Theory

Perception is a direct process.
We understand what we see when we can connect an action to the observation.
We need to know what we can do with the thing in order to observe it.
Dealing with continuous events over time.
How perception turns into action or possible action.

A human being is an active observer.
We don't just see things - we need to be able to recognize the object to see it. Seeing uses objects and processes from our memory.


Representation

 Graphic Objects

Graphical Objects can be used to represent phenomena at the interface. Different graphical objects have different properties. The human being can make a distinction between different sets of values and alternatives depending on the method used.
 
 
Coding Method Max. Num. of Codes Comments
Alphanumeric Unlimited Meaning can be self-evident. Location time can be longer than for graphics. 
Shapes 10-20 Effective if code matches object.
Color 4-11 Attractive and efficient. Similar things easy to match. Warning color effective to attract focus.
Line angle 8-11 Special cases - wind direction (up, down, back, forward)
Line length 3-4 Good, relative values, no exact values.
Line width 2-3 Good, represents power, strength, importance
Line style 5-9 Good, represents types of connection
Object size 3-5 Fair, takes up space, Location time longer than for shape and color.
Brightness 2-4 Can be difficult to make distinction.
Blink 2-4 Good for getting attention, do not overuse, Limit to small fields
Reverse video No data Effective to make data stand out. Do no use on large fields. 
Underlining No data Useful, but can reduce legibility
Combination Unlimited Can reinforce, but can be confusing.

Software like Excel use different kind of techniques to represent numerical data
 
Scatter plot Show how two variables are correlated, shows distribution, all values shown. Can use different symbols for different variables.
Line graphs or curves Show how two variables are related. Several curves on one graph. Different line types.
Area, band charts Shaded areas stacked on top of each others. Show combined affects of several things.
Bar graphs Classified presentation of continuous values
Pie charts Relative distribution of data among parts that make a whole (parties, professions, ..)


Attention and Memory Constraints (Preece , chapter 5)



The human brain has its limits


Focused attention
Several things are going on simultaneously. We need to help the user to focus the attention on the important things. Help the user to make the difference between the necessary and less important information.

Divided attention.
The user can divide the attention between several things at the same time. (Talking and driving.)

Structure the information
Table is easier than continuous text stream. Structure can give meaning to information.

Spatial cues
Position important information regularly at the screen (always at the same position)

Important information should always be visible

Less urgent needs to be easily available (menu)

Not often needed information may need more complex actions to retrieve.



Memory constraints

The human being can learn and remember new things if they are meaningful. Things are meaningful if they connect in some ways to the earlier experience. This can be used in designing the interface. Familiar things have associations that help to learn their meaning. Totally new things require longer time and specific attention to learn.

Meaningful names for things
The concepts connected with meaningfulness are familiarity and imagery.
Familiar words like "door", "read", "stop" - less familiar "compile", "scan",
Imagery (what it brings to your mind) "rise", "down", "sleep", low imagery "begin", "increase"

Meaningful interfaces
Use command names that are meaningful and memorable. Highly familiar words can be confusing. Difficult to make distinction with everyday usage.
Standard menu texts need to be easy to understand (the menu heading must make clear what you find in that menu)
UNIX commands are in most cases  problematic to remember.

Meaningful icons

The meaningfulness depends on context, task, form of representation and underlying concept.
An icon may not be possible to understand generally, but in a certain context it can be meaningful.

Icons can be used for

Indicating: System State (busy, printer in action, locked, free)
Warning: Error messages
Identifying: Different icons for different file types.
Manipulation: Tools for zooming, shrinking, printing,
Container: Folder, ordering

Usefull to lable icons with shot lable, the use of pop-up labels is very useful.

Icon types

Resemblance icon Picture of the underlying concept
Examplar icon (property or attribute of the object) (pants for a man skirt for a lady) (mans shoe vs. ladys shoe)
Symbolic icons When the concept is abstract use a concrete icon for the concept (glass for "fragile", how about "easy", "heavy")
Arbitrary icons: some standard item (Exclamation mark, Question mark).

Select an icon for
Heavy, Open , Close, New, Old, Duplicate, Draw


Recognition and Recall

"Do you want to be a millionaire?"
Question and answer options. Easier than just the question.

Menu-interface vs., UNIX, MSDOS

Knowledge in the head vs. Knowledge in the head
 
 
Property Knowledge of the world Knowledge in the head
Retrievability Retrievable when visible or audible Requires memory search or reminding
Learning Lerning not required. Interpretation substitutes learning. Make interpretation easy. Requires learning. Learning can be made easier with help of meaningful tools and structuring.
Efficency of use May be slower bacause of the need to interpret (no shortcuts) Can be efficient for an expert.
Ease of use at first time High Low
Aesthetics Can be unaesthetic, if too much information is packed on seame screen without structuring Nothing needs to be visible, more freedom for the designer.

Key points


Knowledge and mental models (Preece chapter 6)

Semantic Networks vs. Schema

Semantic network is a network of objects. Nodes represent objects and connections between them relationships between objects.

Schema is general structure of knowledge, a form with fields for values of information. The information can be structured according to a schema.



Example: The following is the signature of my Email messages. Can you understand the meaning of all the information there? Why?

----------------------------------------------------------------------------
Matti Jakobsson, rector, prof. information technology, +358-6-3248202
University of Vaasa, PL 700, 65101 Vaasa, mj@uwasa.fi, www.uwasa.fi/~mj/
----------------------------------------------------------------------------



Example: A computer commercial says

DELL PentiumIII 500MHz, 64 Mb, 3,2 Gb, 15"

Can you interpret that? why?



Example: The train timetable says

HKI - VAASA  19.32 23.00  217,00  132,00

What can this mean? What kind of schema do you need to understand that?


Interface Metaphors and Conceptual Models (Preece chapter 7)

 

Verbal metaphor
A new tecahnology is described by using a metaphor from the familiar world. A Typewriter is often used as a metapror for the computer. But noe we have a new generation that has never seen a typewriter.

Some things make the metaphor stronger (press a key - see the character on screen) others dont work (backspace, delete, insert)

File cabinet metaphor for file system.

Virtual Interface Metaphor.

The operating system as a Virtual Desktop. Files, Documents, Wastepaper Basket, Printer.

Composite Metaphors
Tools that make it possible to understand a number of different programs easily

Scrolling

Cut - Copy - Paste

Interface Metaphors
 
 
Application Area Metaphor Familiar Knowledge
Operating environment The desktop Office files, file management
Spreadsheets Ledger sheet Columnar tables
Object-oriented environments Physical world Real-world bahaviour
Hypertext Notecards Flexible organization of structured text
Learning environments Travel Tours, guides, navigation
File storage Piles Categirizing objects as urgent, projects,..
Multimedia environments Rooms Spatial structure, showrooms, country fair
Computer supported cooperative work Multi-agents Travel agents, servers

Users model
Users perception of the system, the metaphor that he uses to learn the system, documentation, interface. Those aspects of the system that are visible to the user. The user should be able to build an image on the real operations of the system using this model.
Design model
The "real" functions of the system, How it works what tasks it performs. This is how the designers - programmers buld the system.

Norman:" The problem is to design the system so that, first,  it follows a consistent, coherent conceptualisation - a design model -  and second, so that the user can develop a mental model of the system - a user model - consistent with the design model."



Key points

mj 10.3.2001