Chapter 5 - Cognitive Engineering
Chapter 5 - Cognitive Engineering
Chapter 5 - Cognitive Engineering
Cognitive
Engineering
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Cognitive engineering
Applying knowledge of cognitive psychology to
the design and development of systems
that support the cognitive processes of
users.
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What Is Cognition?
The way information is displayed can also greatly influence how easy
or difficult it is to comprehend appropriate pieces of information.
Look at Figure 4.1, and try the activity . Here, the information-
searching tasks are precise, requiring specific answers.
• Multitasking and Attention
As mentioned in the introduction to this chapter, many people now
multitask, frequently switching their attention among different tasks.
For example, in a study of teenage multitasking, it was found that the
majority of teenagers were found to multitask most or some of the time
while listening to music, watching TV, using a computer, or reading . It
is probably even higher now, considering their use of smartphones while
walking, talking, and studying. While attending a presentation at a
conference, we witnessed someone deftly switch between four ongoing
instant message chats (one at the conference, one at school, one with
friends, and one at her part-time job), read, answer, delete, and place
all new messages in various folders of her two email accounts, and
check and scan her Facebook and her Twitter feeds, all while appearing
to listen to the talk, take some notes, conduct a search on the speaker’s
background, and open up their publications. When she had a spare
moment, she played the game Patience. It was exhausting just watching
her for a few minutes. It was as if she were capable of living in multiple
worlds simultaneously while not letting a moment go to waste. But how
much did she really take in of the presentation?
Perception
Perception refers to how information is acquired from the environment
via the five sense organs (vision, hearing, taste, smell, and touch) and
transformed into experiences of objects, events, sounds, and tastes
(Roth, 1986). In addition, we have the additional sense of kinesthesia,
which relates to the awareness of the position and movement of the
parts of the body through internal sensory organs (known as
proprioceptors) located in the muscles and joints. Perception is
complex, involving other cognitive processes such as memory, attention,
and language. Vision is the most dominant sense for sighted individuals,
followed by hearing and touch. With respect to interaction design, it is
important to present information in a way that can be readily perceived
in the manner it was intended.
Memory
Memory involves recalling various kinds of knowledge that allow people to act
appropriately. For example, it allows them to recognize someone’s face,
remember someone’s name, recall when they last met them, and know what
they said to them last. It is not possible for us to remember everything that we
see, hear, taste, smell, or touch, nor would we want to, as our brains would get
overloaded. A filtering process is used to decide what information gets further
processed and memorized. This filtering process, however, is not without its
problems. Often, we forget things that we would like to remember and
conversely remember things that we would like to forget. For example, we may
find it difficult to remember everyday things, like people’s names, or scientific
knowledge such as mathematical formulae. On the other hand, we may
effortlessly remember trivia or tunes that cycle endlessly through our heads
Personal Information Management
The number of documents written, images created, music files recorded, videoclips
downloaded, emails with attachments saved, URLs bookmarked, and so on,
increases every day. A common practice is for people to store these files on a
phone, on a computer, or in the cloud with a view to accessing them later. This is
known as personal information management (PIM). The design challenge here is
deciding which is the best way of helping users organize their content so that it can
be easily searched, for example, via folders, albums, or lists. The solution should
help users readily access specific items at a later date, for example, a particular
image, video, or document. This can be difficult, however, especially when there
are thousands or hundreds of thousands of pieces of information available. How
does someone find that photo they took of their dog spectacularly jumping into the
sea to chase a seagull, which they believe was taken two or three years ago? It can
take them ages to wade through the hundreds of folders they have catalogued by
date, name, or tag. Do they start by homing in on folders for a given year, looking
for events, places, or faces, or typing in a search term to find the specific photo?
• Memory Load and Passwords
Phone, online, and mobile banking allow
customers to carry out financial
transactions, such as paying bills and
checking the balance of their accounts, at
their convenience. One of the problems
confronting banks that provide these
capabilities, however, is how to manage
security concerns, especially preventing
fraudulent transactions.
Learning
Learning is closely connected with memory. It involves the accumulation of skills and
knowledge that would be impossible to achieve without memory. Likewise, people
would not be able to remember things unless they had learned them. Within cognitive
psychology, learning is thought to be either incidental or intentional. Incidental
learning occurs without any intention to learn. Examples include learning about the
world such as recognizing faces, streets, and objects, and what you did today. In
contrast, intentional learning is goal-directed with the goal of being able to
remember it. Examples include studying for an exam, learning a foreign language,
and learning to cook. This is much harder to achieve. Software developers, therefore,
cannot assume that users will simply be able to learn how to use an app or a product.
It often requires much conscious effort. Moreover, it is well known that people find it
hard to learn by reading a set of instructions in a manual. Instead, they much prefer
to learn through doing. GUIs and direct manipulation interfaces are good
environments for supporting this kind of active learning by supporting exploratory
interaction and, importantly, allowing users to undo their actions, that is, return to a
previous state if they make a mistake by clicking the wrong option
Reading, Speaking, and Listening
Reading, speaking, and listening are three forms of language processing that have some
similar and some different properties. One similarity is that the meaning of sentences or
phrases is the same regardless of the mode in which it is conveyed. For example, the
sentence “Computers are a wonderful invention.” essentially has the same meaning
whether one reads it, speaks it, or hears it. However, the ease with which people can read,
listen, or speak differs depending on the person, task, and context. For example, many
people find listening easier than reading. Specific differences between the three modes
include the following:
• Written language is permanent while listening is transient. It is possible to re-read
information if not understood the first time around. This is not possible with spoken
information that is being broadcast unless it is recorded.
• Reading can be quicker than speaking or listening, as written text can be rapidly scanned
in ways not possible when listening to serially presented spoken words.
• Listening requires less cognitive effort than reading or speaking. Children often prefer to
listen to narratives provided in multimedia or web-based learning material rather than to
read the equivalent text online. The popularity of audiobooks suggests adults also enjoy
listening to novels, and so forth.
• Written language tends to be grammatical, while spoken language is often ungrammatical.
For example, people often start talking and stop in midsentence, letting someone else start
speaking.
• Dyslexics have difficulties understanding and recognizing written words, making it hard
Problem-Solving, Planning, Reasoning,
and Decision-Making
Problem-solving, planning, reasoning, and decision-making are
processes involving reflective cognition. They include thinking
about what to do, what the available options are, and what the
consequences might be of carrying out a given action. They often
involve conscious processes (being aware of what one is thinking
about), discussion with others (or oneself), and the use of various
kinds of artifacts (for example, maps, books, pens, and paper).
Reasoning involves working through different scenarios and
deciding which is the best option or solution to a given problem.
For example, when deciding on where to go on a vacation, people
may weigh the pros and cons of different locations, including cost,
weather at the location, availability and type of accommodation,
time of flights, proximity to a beach, the size of the local town,
whether there is nightlife, and so forth. When weighing all of the
options, they reason through the advantages and disadvantages of
each before deciding on the best one.
A Simplified View of Human
Information Processing (HIP)
Figure 5.3 presents a simplified model of Human
Information Processing which includes processors and
memories that interact in order to process information.
There are three types of processors:
Perceptual: senses, detects, and accept inputs from the
external world, and stores parts of the inputs in the
working memory.
Cognitive: interprets, manipulates, and makes decisions
about the input.
Motor processors: interpreting cognitive decisions
into physical actions.
Two types of memory:
Working memory
Long-term memory
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A Simplified View of Human
Information Processing (HIP)
Attention
Verbal
Memory
MMeem data Processors
moorryy
Spatial
Perception
PePercrce Cognition Motor
Working Long term
Memory epptitioon
Memory
Memory n
Memory
Figure 5.3 A simplified model of Human Information Processing
(HIP), including memories and processor.
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A Simplified View of Human
Information Processing (HIP)
Limitations of human memories and processors:
Speed at which they can process data (the
processors can process data within 100
millisecond).
The capacity of working memory is 5-7
chunks of data that can be retained for 10-20
seconds.
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A Simplified View of Human
Information Processing (HIP)
Cognitive Performance:
the speed and accuracy of the information-
processing task.
The effects of limitations of human memories
and processors on performance:
The user will not notice screen changes
that fall within 100 millisecond.
The user will not expected to work with more
than 7 chunks of information
simultaneously.
Retrieval of information from long-term 7
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A Simplified View of Human
Information Processing (HIP)
Processing of Images: processing characterized as
spatial, graphic, and holistic.
Processing of verbal information: processing
characterized as sequential, linguistic, and
procedural.
Memory Aids
Heuristics: rules that depend heavily on the
content
and context of the task (short cuts)
Metaphor: a cognitive process in which an experience
is related to an already familiar concept (typewriter).
Mental model: a representation of the conceptual
structure of a device or a system (calculation using
spreadsheet). 2
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The Complexity of HCI
The task as the user sees it, can be represented as a set
of intentions and evaluations
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The Complexity of HCI
Basic assumption of cognitive engineering:
users are faced with limited cognitive resources,
therefore human computer interaction should
be designed to complement and fit these
limitations.
Complexity of HCI:
A Function of the amount of cognitive resources
needed by the user to accomplish a given
task with a given computerized system.
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The Complexity of HCI
The more resources needed, the higher the
complexity.
The same task be of different complexity
when supported by different systems.
The same task on the same system may be
of different complexity to different users.
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Gulfs of Execution and Evaluation
Gulf of execution: the gap between the
user’s goal and its computerized
implementation.
Gulf of evaluation: the gap between the
computerized implementation of the user’s
goal and its evaluation by the user.
Gulf of execution and gulf of evaluation forms
a gap between the human and the
computer.
HCI aims to minimize this gap.
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Bridging the gaps using Norman’s
Model
•Establish a goal that needs to be Goals
accomplished.
•Form the intention (or hierarchy of
Intentions Evaluation
intentions) that will accomplish the goal.
•Specify the action sequence to
implement the intentions.
Action Interpretation
•Execute the action. specification
•Perceive the state of system resulting
from the action.
•Interpret the system state. Execution Perception
•Evaluate your interpretation against
the expectation based on your
intentions. Physical
system
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User Activity with Multiple Intentions
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Errors
Errors: deviations from intentional behavior that is
either skill, rule or knowledge based.
Classification of errors based on behavior type:
Skill based behavior: automatic behavior that is
predefined and requires minimal cognitive resources.
Rule based behavior: controlled behavior that relies
on predefined rules of behavior that are contingent on
particular situation encountered.
Knowledge based behavior: highly controlled
behavior that requires assessment and generation of
new rules of behavior, and is demanding of
cognitive resources.
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Causesof Errors