Chapter 3
Chapter 3
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Activity: Find the price for a double room at the Quality Inn
Attention in Pennsylvania a
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• 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
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• Some argue that too much white space on web – Sounds should be audible and distinguishable
pages is detrimental to search – Speech output should enable users to distinguish between the
– Makes it hard to find information set of spoken words
• Do you agree? – Text should be legible and distinguishable from the background
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• GUIs providMP3 players visually-based options • Have no more than 7 bullets in a list
that users need only browse through until they
recognize one • Place only 7 items on a pull down menu
• Place only 7 tabs on the top of a website page
• Web browsers, etc., provide lists of visited – But this is wrong? Why?
URLs, song titles etc., that support recognition
memory
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• a wearable device that intermittently takes • Design interfaces that promote recognition
photos without any user intervention while worn rather than recall
• digital images taken are stored and revisited • Provide users with various ways of encoding
using special software information to help them remember
– e.g. categories, color, flagging, time stamping
• Has been found to improve people’s memory,
suffering from Alzheimers
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SenseCam Learning
• How to learn to use a computer-based
application
• Using a computer-based application or
YouTube video to understand a given
topic
• People find it hard to learn by following
instructions in a manual
• prefer to learn by doing
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• Also enhances our memory for knowing where – Listening requires less cognitive effort than reading or
to find it online (Sparrow et al,2011) speaking
– Dyslexics have difficulties understanding and
• What are implications for designing technologies recognizing written words
to support how people will learn, and what they
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• Users develop an understanding of a system through (a) You arrive home on a cold winter’s night to a cold house.
learning about and using it How do you get the house to warm up as quickly as
possible? Set the thermostat to be at its highest or to the
• Knowledge is sometimes described as a mental model: desired temperature?
– How to use the system (what to do next)
(b) You arrive home starving hungry. You look in the fridge
– What to do with unfamiliar systems or unexpected situations (how and find all that is left is an uncooked pizza. You have an
the system works) electric oven. Do you warm it up to 375 degrees first and
then put it in (as specified by the instructions) or turn the
• People make inferences using mental models of how to oven up higher to try to warm it up quicker?
carry out tasks
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• Deep versus shallow models – Thermostats based on model of on-off switch model
– e.g. how to drive a car and how it works
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– poor, often incomplete, easily confusable, based on • Payne (1991) did a similar study and found that
inappropriate analogies and superstition (Norman, people frequently resort to analogies to explain how
1983) they work
– e.g. elevators and pedestrian crossings - lot of people • People’s accounts greatly varied and were often ad
hit the button at least twice
hoc
– Why? Think it will make the lights change faster or
ensure the elevator arrives!
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– If you went to another machine and tried the same what would happen? • The gulf of execution
– the distance from the user to the physical system
– What information is on the strip on your card? How is this used?
– What happens if you enter the wrong number? • The gulf of evaluation
– Why are there pauses between the steps of a transaction? What – the distance from the physical system to the user
happens if you try to type during them?
– Why does the card stay inside the machine? • Bridging the gulfs can reduce cognitive effort
required to perform tasks
– Do you count the money? Why?
Norman, 1986; Hutchins et al, 1986
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Distributed cognition
• Concerned with the nature of cognitive
phenomena across individuals, artefacts, and
internal and external representations (Hutchins,
1995)
• Describes these in terms of propagation across
representational state
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Summary
Annotation and cognitive tracing
• Cognition involves several processes including attention,
• Annotation involves modifying existing memory, perception and learning
representations through making marks
• The way an interface is designed can greatly affect how
– e.g. crossing off, ticking, underlining well users can perceive, attend, learn and remember
how to do their tasks
• Cognitive tracing involves externally • Theoretical frameworks, such as mental models and
manipulating items into different orders or external cognition, provide ways of understanding how
structures and why people interact with products
– e.g. playing Scrabble, playing cards • This can lead to thinking about how to design better
products
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Design implication
• Provide external representations at the
interface that reduce memory load and
facilitate computational offloading
– e.g. Information visualizations have been
designed to allow people to make sense and rapid
decisions about masses of data
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