Chapter 5 – Cognitive Engineering
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Transcript Chapter 5 – Cognitive Engineering
Cognition, Memory, and
Attention
ITM 734 Fall 2006
Dr. Cindy Corritore
Through all of this ….
limited cognitive resources
analogy
flawed plans (heuristics)
simulations (cognitive/mental models)
goal – to minimize complexity through
improved fit (between user, computer, and
task)
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memory types
sensory memory
short-term memory
long-term memory
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sensory memory/store
(multi-store theory)
buffers for incoming data via senses
different one for each sense
types
iconic store – visual store; fades rapidly – can operate
on this store
echonic store – auditory store short-lived and space-constrained
persistence (fireworks in vision after the fact)
some processing even if not attended
attention brings it into STM
cocktail party phenomenae
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STM characteristics
quick access and quick decay (volatile)
limited in size
chunking (experts vs. novices) - phone number
402-111-5555
forgetting
time decay?
interference with new items? (eg. similarity)
attention moves off item?
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STM
gateway to sensory and LTM?
no – conversation goes directly to LTM
role of rehearsal exaggerated (moving from
STM to LTM)
lots in LTM that is not rehearsed (eg. snapshot
of a birthday celebration)
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STM characteristics
recency - last few items in list recalled better
than middle - holding most recent items in
STM
negate with interference?
visual and auditory channel - no interference
if different channel
primacy - first few items in list recalled better
than middle (more rehearsal)
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LTM characteristics
Slow but variable access speed
Permanent (little decay)
Infinite capacity
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LTM characteristics
Retrieval depends on ….
recency
expectations
similarity of information
connectedness
rehearsal
richness & nature of processing at learning
level or depth or processing (shallow vs deep
perceptual analysis)
distinctiveness of processing
amount of processing
elaborate far better
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Richness
paragraph – listen and remember …..
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Types of LTM
Explicit and Implicit
conscious recollection, top-down retrieval
from multiple systems with massive integration
(E)
unconscious recollection, bottom-up from
single system (I) – more automatic
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Types of LTM
Episodic and Semantic
self-awareness component, things that
happen to you, complex (E)
stuff we know, knowledge about the world,
relationships, implicit - dictionary, thesaurus
likely stored the same way
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Types of LTM
Declarative and Procedural
knowing that, explicit primarily, relationships,
integration of information (D) – knowing things
and their relationships
knowing how, mostly implicit, not relational –
how to do things
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Memory structures for stories,
events …
Schema - framework that includes frames & scripts
become chunks for expanding memory
basis for expectations
Bartlett’s Schema Theory
framework for stories that affects comprehension
told American Indian stories, then recall readjusted story elements and themes to fit their model
Chunking in experts
Helps make it easier to recall, group information
Experts have great, robust schema and chunks
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Everyday memory
little studied
appears to have a lot of variability
eyewitness memory
flashbulb memory
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Eye-witness memory
Effects
post-event memory - questioning right
after the fact can distort (retroactive
interference)
verbal overshadowing - talking about it
right after happens over-writes visual
memory
memory in the world sketchy (Normal)
confirmation bias - affected by what you
expect
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Flash bulb memory
what were you doing when heard about 911
disaster?
Richness …..
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LTM processes
Storage
rehearsal
Retrieval
Forgetting
Recognition vs recall
Frequency and recency effects
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Storage- Rehearsal
Memorization involves storing the information and
one or more access paths
Good memories are rich semantic networks with
many (unique) access paths
Learning is aided by meaningfulness, structure,
familiarity and concreteness
Active memorizing requires effort, motivation
Passive memorizing - unpredictable, often episodic,
context sensitive
Similar items interfere if they are not separated
during memorizing - learning transfer effects - old
interfere with new; new overwrite old
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Facilitating Memorization
Structure information to help chunking - use
categories, ordering, associations
Encourage reasoning during memorizing active memory
Help access by multiple pathways memorizing tricks e.g. keywords, cognitive
aids, mnemonics, link to image memory
(rooms)
Make associations clear and keep them
consistent
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Facilitating Memorization
Make separate and recognizable contexts for
recall - important for script / skill memory
Increase depth of encoding
Richness
Visualization
Uniqueness
Interaction
Recognition
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Facilitating Memorization:
Mnemonics
cognitive mnemonics
ABC’s with tune
on old olympus mountain tops a finn and
german viewed some hops (12 crainial nerves:
OOOMTAFAGVSH)
seems to be more to remember?
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Facilitating Memorization:
Mnemonics
check out:
http://human-factors.arc.nasa.gov/cognition/tutorials/index.html
mnemonic for Norman principles:
visibility, feedback, cognitive/conceptual model, affordance,
mapping
My Fat Cat Ate Veggies
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Retrieval - Theories of forgetting
repression (Freud) - bad experience
interference (proactive or retroactive)
previous learning/memories interrupt
espc if similar stimuli – belong to same category
eye-witness and post-incident questioning
doesn’t explain how it works
cue-dependant
forget because info not there anymore or
*can’t access it
encoding specificity principle (cue-dependant)
retrieval a func. of overlap between
information present at retrieval and info stored
in memory
includes contextual info
Recognition dependant on internal cues only
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Recall vs. recognition
Knowledge in the World Theory is GUI’s - Alan Kay
developed in 1960’s
Steve Jobs in late 1970’s from Xerox Parc
keep knowledge in world to supplement head knowledge
recall vs. recognition
remember just enough detail to get by
exceptions rather then norms
experts not expert in knowledge in the head as much as
expert in how to locate needed knowledge in the world
(Norman Ch 2)
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Design implications
Reduce cognitive load!!!
Type of user
novice, expert, intermittent user
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Design implications
Mental models natural extensions of schema -
support schemas
metaphors - desktop/office
match system information structure with
familiar memory structures so user can use
their schema
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Design implications
Design interfaces that help users ‘grow’ good
mental models
meaningful and familiar command names (eg. from
task world)
balance this with existing conceptual models of item
names (ie. cut, copy)
Incorporate closure (finish) on tasks
helps build mental model
helps identify chunks for memory when become an
expert
Consistency - to build mental model; don’t have to
remember as much
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Design implications
Rich encoding
multimedia
interaction
context?
May just be to ‘remember your site’
http://www.pulse3d.com/pulse/
http://www.jordans.com/roomplanner.asp
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Design implications
Focus on recognition rather than recall
interface contains prompts/information
studies on computer experts found they don’t
have better recall, but high recognition of what
is and isn’t available on interface and where to
find it (mental maps)
GUI’s combination of recognition (menu’s)
and recall (quick keys)
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Design implications
Place the burden of remembering on the
machine, not the human
Don’t require user memory (eg. between
screens)
Don’t have computer ask for info it can derive
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Design implications
Design minor messages, alerts, warning to be
minimally disruptive
prevent user from forgetting data stored in
short term memory
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Evaluate these
http://happydeluxe.com/
http://www.google.com vs http://www.yahoo.com
http://www.northcantonmedical.org/
http://www.enchantedharp.com/
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Attention
Humans can focus mental resources on a
single event/object
helps to simplify environmental input (filter)
works with perception - perceive what
attending to
can divide attention (multiprocessing, not
parallel)
problem - distraction on second task, don’t return
to first task in right place.
often use world reminders to hold place in first task
(post-it note)
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Attention
examples
driving a car -must attend to some stimuli,
ignore others
listening to this lecture - attend to slides and
words, ignore other students, physical plant
noises
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Divided attention
doing two things at once
affected by
task similarity – similar how?
practice (experience) - automaticity
task difficulty – require more resources
than are available?
what happens: interference
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Success in time sharing attention
four mechanisms account for how well we
divide our attention
1. automaticity and resources
2. resource allocation and switching
3. structural factors
4. confusion and similarity
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1. automaticity and resources
Automatic vs. Controlled : perform task without
thinking about it or require attention, conscious
control. Happens over time. Controlled – do
something directed by thought.
Automatic:
good as fast, doesn’t interfere with other tasks
(need minimal attention), unconscious
bad - unavailable to conscious level, hard to
change (driving a shift), can interfere with other
automatic processes, harder to unlearn
do experiment: Stroup
Copyright Effect
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1. automaticity and resources
automatic processing can time-share efficiently
doesn't require a lot of cognitive resources
eg. walking
factor: effort and difficulty of additional tasks
if task difficult, requires more resources
if have dual tasks, performance will decrease
since resources are being shared
automatic tends to reduce the difficulty
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1. automaticity and resources
can only increase performance so much
level equal to ‘full’ resource use on a task,
performance data limited (no further benefit
from adding more resources)
perfect example: no matter how hard I try (invest
resources & effort), I won't improve my
understanding of a discussion in French beyond a
rudimentary level.
also called resource-limited
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1. automaticity and resources
bottom line
increase effort into a task, improve
performance to point if resource limited
increase difficulty of task decreases
performance unless add resources
in dual tasks, if increase resources for
one task, will decrease resources for
second task and subsequent
performance
depends on automaticity
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2. resource allocation and
switching
result of two + tasks co-occuring
now look at how you can allocate and switch
attention between tasks
we don't have elaborate schemes to optimize
resource allocation
can improve time sharing with these strategies
totally depends on the individual
can train how to control attention
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2. resource allocation and
switching
optimal allocation schedule vs. actual based on
task importance and other factors
factors
switch cost (so tend to stay with same task even
if low priority)
cognitive distance of tasks - if close, more
confusion when switch (so more costly)
faster switch if salient reminders available about
task (eg. you can see it vs. just remembering)
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3. structural factors
perceptual resources required, brain structures
used, info processing required
Bottleneck Theory- use same resources, get a
bottleneck that shared tasks must wait for
bottom line
amt. of interference between two tasks depend
on degree to which each requires same
resources (shared levels on these three
dimensions)
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4. confusion and similarity
confusion: increasing the similarity of
processing material decreases efficiency (too
similar)
eg. mental math and spelling, Stroup effect
semantic value of word interferes with ability to
report ink color
what happens: responses for one task activated
and interfere with second task
eg. two verbal tasks, one requiring working
memory and the other active processing (eg.
comprehension)
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Visual attention theories
spotlight vs. zoom lens
both correct in part, likely zoom is more
appropriate (zoom focus in on what’s imp)
how attention works
overall gestalt (salient features), focus down
on objects and components
affected by experience (bananas yellow)
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Designing for attention
examine which configurations minimize task
interference
voice recognition software - may interfere if
user has to perform other verbal activities
best with spatial activities
avoid imposing two tasks using similar
materials (confusion)
entering digits while others speaking digits
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Designing for attention
what about background music?
requires spatial perception
decreased performance with lyrics and word
processing
examine mental workload
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Designing for attention
Ways to focus user attention
structure information
group like things
physically, with fonts, with color, spacing, lines, etc.
use same spot for same types of information
to help with distractions: system should inform you
where you were in task when left
let user know position in state space
avoid unnecessary information display (KISS)
make things easy to use/move thru (so user not
focused on mechanics of how to use system)
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Designing for attention
taking advantage of automatic processing:
quick keys across systems
standards (like Windows 95 ^c, ^v, ^x) become
automatic
problem - appears unrelated to task to most people
avoid automaticity by interrupting process (eg. put
a window up in middle of keystroke sequence)
good for deleting
urgent info in prominent area; less urgent to
specific area(s)
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Errors
how design for them? will occur
save the user …..
Why?
we are satisficing, not optimizing
always following a plan (heuristics), but most of
our plans are flawed
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Action slips
activate wrong schema
Norman discusses 6 types of slips - a result of
different kinds of automaticity errors
capture errors – frequently done takes over (same
beginning)
description errors – intended action fits several
possibilities – pick wrong one
data-driven – data interrupts automatic behavior and
get wrong behavior
associative activation – trigger activates wrong action
loss-of-activation – forget why doing something
mode – more than once state possible
slips vs. mistakes (choose inappropriate goals)
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Errors ala Te’eni et. al.
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Designing for errors
Schneideman’s guidelines good
specificity - what exactly is the problem?
constructive guidance - how can user fix/deal with
problem?
positive tone - vs. illegal, aborted, fatal…
user-centered style - how phrase suggestion
appropriate physical format - mixed case,
placement on screen?
Guidelines from Microsoft
http://msdn.microsoft.com/library/default.asp?url=/
library/enus/debug/base/error_message_guidelines.asp
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