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Module 9-HCI

The document discusses different cognitive models used to understand user behavior and cognition including goal and task hierarchies, linguistic models like Backus-Naur Form and Task-Action Grammar, challenges of display-based systems, physical and device models like the Keystroke Level Model, and cognitive architectures.

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0% found this document useful (0 votes)
10 views

Module 9-HCI

The document discusses different cognitive models used to understand user behavior and cognition including goal and task hierarchies, linguistic models like Backus-Naur Form and Task-Action Grammar, challenges of display-based systems, physical and device models like the Keystroke Level Model, and cognitive architectures.

Uploaded by

manju
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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CHAPTER 9

COGNITIVE MODELS
9.0 COGNITIVE MODELS

The model aspects of user:


• Understanding, Knowledge, Intentions, processing.

Common Categorization:
• Competence vs Performance
• Computational flavor
• No clear divide
9.1 GOAL AND TASK HIERARCHIES
• Goals Vs Tasks:
• Goals – intentions

• What you would like to be true


• Tasks – Actions

• How to achieve it
• Different methods may emphasize one or the others
Issues for Goal hierarchies:
• GOMS is a family of predictive models of human performance that
can be used to improve the efficiency of human-machine interaction
by identifying and eliminating unnecessary user actions. GOMS stands
for (Goals, Operators, Methods, and Selection).
9.2 LINGUISTIC MODELS

• Linguistic notations:

• • Understanding the user's behavior and cognitive difficulty based on analysis of language
between user and system.

• Backus–Naur Form (BNF)

• Task–Action Grammar (TAG)

• Backus-Naur Form (BNF)

• Very common notation from computer science

• A purely syntactic view of the dialogue


• Terminals

– lowest level of user behavior

– e. g. CLICK-MOUSE, MOVE-MOUSE

• Nonterminals

– ordering of terminals

– higher level of abstraction

– e. g. select-menu, position-mouse
Example of BNF:
• Basic syntax:

– nonterminal : : = expression

• An expression

– contains terminals and nonterminals

– combined in sequence (+) or as alternatives (|)

• draw line : : = select line + choose points + last point

• select line : : = pos mouse + CLICK MOUSE

• choose points : : = choose one | choose one + choose points


Measurements with BNF:

• Number of rules (not so good)

• Number of + and | operators

• Complications

– Same syntax for different semantics

– No reflection of user's perception


Task Action Grammar (TAG):

• Making consistency more explicit


• Encoding user's world knowledge
• Parameterised grammar rules
• Nonterminals are modified to include additional semantic features
Consistency in TAG:

• In BNF, three UNIX commands would be described as:


• copy : : = cp + filename | cp + filenames + directory
• move: : = mv + filename | mv + filenames + directory
• link : : = ln + filename | ln + filenames + directory

• No BNF measure could distinguish between this and a less consistent grammar in
which
• link: : = ln + filename | ln + directory + filenames
• consistency of argument order made explicit using a parameter, or semantic
feature for file operations
• Feature Possible values
• Op = copy; move; link
• Rules
• File-op [Op] : : = command[Op] + filename
• command [Op] + filenames + directory
• Command [Op = copy] : : = cp
• Command [Op = move] : : = mv
• Command [Op = link] : : = ln
9.3 THE CHALLENGE OF DISPLAY- BASED SYSTEMS

• Most Cognitive models do not deal well with user observation and perception.

• Some techniques have been extended to handle system output

(Eg, BNF with sensing terminals, Display – TAG) but problems persist.

• There’s a tension in the theory of exploratory interaction versus the planning


emphasis of GOMS.
9.4 PHYSICAL AND DEVICE MODELS

• The Keystroke Level Model (KLM)

• Buxton's 3-state model

• Based on empirical knowledge of human motor system

• User's task: acquisition then execution.

• o these only address execution

• Complementary with goal hierarchies


Keystroke Level Model (KLM)
• Lowest level of (original) GOMS

• Six execution phase operators
• – Physical motor: K – keystroking
• P – Pointing
• H - Homing
• D - Drawing
• – Mental M - mental preparation
• – System R - response
• • Times are empirically determined.
• T execute = TK + TP + TH + TD + TM + TR
9.5 COGNITIVE ARCHITECTURES

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