Human Computer Interaction (SE431)
Lecture 6.
Cognitive Frameworks
Learning Goals
As the aim of this lecture is to introduce you the study of Human Computer Interaction,
so that after studying this you will be able to:
x Understand the importance of Cognition
x Understand different cognitive frameworks in HCI
6.1 Introduction
Imagine trying to drive a car by using just a computer keyboard. The four arrow keys are
used for steering, the space bar for braking, and the return key for accelerating. To
indicate left you need to press the F1 key and to indicate right the F2 key. To sound your
horn you need to press the F3 key. To switch the headlights on you need to use the F4 key
and, to switch the windscreen wipers on, the F5 key. Now imagine as you are driving
along a road a ball is suddenly kicked in front of you. What would you do? Bash the
arrow keys and the space bar madly while pressing the F4 key? How would rate your
chance of missing the ball?
Most of us would bald at the very idea of driving a car this way. Many early video games,
however, were designed along these lines: the user had to press an arbitrary combination
of function keys to drive or navigate through the game. More recently, computer consoles
have been designed with the user’s capabilities and demands of the activity in ming.
Much better way of controlling and interacting, such as through using joysticks and
steering wheels are provided that map much better onto the physical and cognitive aspects
of driving and navigating.
We have to understand the limitations of the people to ease them. Let us see what
cognitive psychology is and how it helps us.
Cognitive Psychology
Psychology is concerned primarily with understanding human behavior and the mental
processes that underlie it. To account for human behavior, cognitive psychology has
adopted the notion of information processing. Everything we see, feel, touch, taste, smell
and do is couched in terms of information processing. The objective cognitive psychology
has been to characterize these processes in terms of their capabilities and limitations. For
example, one of the major preoccupations of cognitive psychologists in the 1960s and
1970s was identifying the amount o f information that could be processed and
remembered at any one time. Recently, alternative psychological frameworks have been
sought which more adequately characterize the way people work with each other and with
the various artifacts, including computers, that they have use. Cognitive psychology have
attempted to apply relevant psychological principles to HCI by using a variety of
methods, including development of guidelines, the use of models to predict human
performance and the use of empirical methods for testing computer systems.
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Cognition
The dominant framework that has characterized HCI has been cognitive. Let us define
cognition first:
Cognition is what goes on in out heads when we carry out our everyday activities.
In general, cognition refers to the processes by which we become acquainted with things
or, in other words, how we gain knowledge. These include understanding, remembering,
reasoning, attending, being aware, acquiring skills and creating new ideas.
As figure indicates there are different kinds of cognition.
What goes on in the mind?
perceiving..
thinking..
understanding others
remembering..
talking with others
learning..
manipulating others
planning a meal making decisions
imagining a trip solving problems
painting daydreaming...
writing
composing
The main objective in HCI has been to understand and represent how human interact with
computers in term of how knowledge is transmitted between the two. The theoretical
grounding for this approach stems from cognitive psychology: it is to explain how human
beings achieve the goals they set.
Cognition has also been described in terms of specific kinds of processes. These include:
x Attention
x Perception and recognition
x Memory
x Learning
x Reading, speaking, and listening
x Problem solving, planning, reasoning, decision-making.
It is important to note that many of these cognitive processes are interdependent: several
may be involved for a given activity. For example, when you try to learn material for an
exam, you need to attend the material, perceive, and recognize it, read it, think about it,
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and try to remember it. Thus cognition typically involves a range of processes. It is rare
for one to occur in isolation.
6.2 Modes of Cognition
Norman (1993) distinguishes between two general modes:
1. Experiential cognition
2. Reflective cognition
Experiential cognition
It is the state of mind in which we perceive, act, and react to events around us effectively
and effortlessly. It requires reaching a certain level of expertise and engagement.
Examples include driving a car, reading a book, having a conversation, and playing a
video game.
Reflective cognition
Reflective cognition involves thinking, comparing, and decision-making. This kind of
cognition is what leads to new ideas and creativity. Examples include designing, learning,
and writing a book.
Norman points out that both modes are essential for everyday life but that each requires
different kinds of technological support.
Information processing
One of the many other approaches to conceptualizing how the mind works, has been to
use metaphors and analogies. A number of comparisons have been made, including
conceptualizing the mind as a reservoir, a telephone network, and a digital computer. One
prevalent metaphor from cognitive psychology is the idea that the mind is an information
processor.
During the 1960s and 1970s the main paradigm in cognitive psychology was to
characterize humans as information processors; everything that is sensed (sight, hearing,
touch, smell, and taste) was considered to be information, which the mind processes.
Information is thought to enter and exit the mind through a series of ordered processing
stages. As shown in figure, within these stages, various processes are assumed to act upon
mental representations. Processes include comparing and matching. Mental
representations are assumed to comprise images, mental models, rules, and other forms of
knowledge.
Input Encoding Comparison Response Response Output
or execution or
Selection response
stimuli
Stage 1 Stage 2 Stage 3 Stage 4
Stage1 encodes information from the environment into some form of internal
representation. In stage 2, the internal representation of the stimulus is compared with
memorized representations that are stored in the brain. Stage 3 is concerned with deciding
on a response to the encoded stimulus. When an appropriate match is made the process
passes on to stage 4, which deals with the organization of the response and the necessary
action. The model assumes that information is unidirectional and sequential and that each
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of the stages takes a certain amount of time, generally thought to depend on the
complexity of the operation performed.
To illustrate the relationship between the different stages of information processing,
consider the sequence involved in sending mail. First, letters are posted in a mailbox.
Next, a postman empties the letters from the mailbox and takes them to central sorting
office. Letters are then sorted according to area and sent via rail, road, air or ship to their
destination. On reaching their destination, the letters are further forted into particular
areas and then into street locations and so on. A major aspect of an information
processing analysis, likewise, is tracing the mental operations and their outcomes for a
particular cognitive task. For example, let us carry out an information processing analysis
for the cognitive task of determining the phone number of a friend.
Firstly, you must identify the words used in the exercise. Then you must retrieve their
meaning. Next you must understand the meaning of the set of words given in the exercise.
The next stage involves searching your memory for the solution to the problem. When
you have retrieved the number in memory, you need to generate a plan and formulate the
answer into a representation that can be translated into a verbal form. Then you would
need to recite the digits or write them down.
Extending the human information processing model
Two main extensions of the basic information-processing model are the inclusion of the
processes of attention and memory. Figure shows the relationship between the different
processes. [3]
Attention
Encoding Comparison Response Response
Selection Execution
Memory
In the extended model, cognition is viewed in terms of:
1. How information is perceptual processors
2. How that information is attended to, and
3. How that information is processed and stored in memory.
6.3 Human processor model
The information-processing model provides a basis from which to make predictions about
human performance. Hypotheses can be made about how long someone will take to
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perceive and responds to a stimulus (also known as reaction time) and what bottlenecks
occur if a person is overloaded with too much information. The best-known approach is
the human processor model, which models the cognitive processes of a user interacting
with a computer. Based on the information-processing model, cognition is conceptualized
as a series of processing stages where perceptual, cognitive, motor processors are
organized in relation to one another. The model predicts which cognitive processes are
involved when a user interacts with a computer, enabling calculations to be made how
long a user will take to carry out various tasks. This can be very useful when comparing
different interfaces. For example, it has been used to compare how well different word
processors support a range of editing tasks.
The information processing approach is based on modeling mental activities that happen
exclusively inside the head. However, most cognitive activities involve people interacting
with external kinds of representations, like books, documents, and computers—not to
mentions one another. For example, when we go home from wherever we have been we
do not need to remember the details of the route because we rely on cues in the
environment (e.g., we know to turn left at the red house, right when the road comes to a
T-junction, and so on.). Similarly, when we are at home we do not have to remember
where everything is because information is “out there.” We decide what to eat and drink
by scanning he items in the fridge, find out whether any messages have been left by
glancing at the answering machine to see if there is a flashing light, and so on. [2]
6.4 GOMS
Card et al. have abstracted a further family of models, known as GOMS (goals,
operations, methods and selection rules) that translate the qualitative descriptions into
quantitative measures. The reason for developing a family of models is that it enables
various qualitative and quantitative predictions to be made about user performance.
Goals
These are the user’s goals, describing what the user wants to achieve. Further, in GOMS
the goals are taken to represent a ‘memory point’ for the user, from which he can evaluate
what should be done and to which he may return should any errors occur. [1]
Operators
These are the lowest level of analysis. They are the basic actions that the user must
perform in order to use the system. They may affect the system (e.g., press the ‘X’ key) or
only the user’s mental state (e.g., read the dialogue box). There is still a degree of
flexibility about the granularity of operators; we may take the command level “issue the
select command” or be more primitive; “move mouse to menu bar, press center mouse
button….” [1]
Methods
As we have already noted, there are typically several ways in which a goal can be split
into sub goals. [1]
Selection
Selection means of choosing between competing methods [1]
One of the problems of abstracting a quantitative model from a qualitative description of
user performance is ensuring that two are connected. In particular, it a has been noted that
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the form and contents of GOMS family of models are relatively unrelated to the form and
content of the model human processor and it also oversimplified human behavior. More
recently, attention has focused on explaining:
x Knowledge Representation Models
How knowledge is represented
x Mental Models
How mental models (these refer to representation people construct in their mind of
themselves, others, objects and the environment to help them know what to do in
current and future situations) develop and are used in HCI
x User Interaction Learning Models
How user learn to interact and become experienced in using computer system.
With respect to applying this knowledge to HCI design, there has been considerable
research in developing:
Conceptual Models
Conceptual models are (these are the various ways in which systems are understood by
different people) to help designers develop appropriate interfaces.
Interface Metaphor
Interface metaphors are (these are GUIs that consists of electronic counterparts to
physical objects in the real world) to match the knowledge requirements of users.
6.5 Recent development in cognitive psychology
With the development of computing, the activity of brain has been characterized as a
series of programmed steps using the computer as a metaphor. Concept such as buffers,
memory stores and storage systems, together with the type of process that act upon them
(such as parallel verses serial, top-down verses down-up) provided psychologist with a
mean of developing more advanced models of information processing, which was
appealing because such models could be tested. However, since the 1980s there has been
a more away from the information-processing framework with in cognitive psychology.
This has occurred in parallel with the reduced importance of the model human processor
with in HCI and the development other theoretical approaches. Primarily, these are the
computational and the connectionist approaches. More recently other alternative
approaches have been developed that has situated cognitive activity in the context in
which they occur. [3]
Computational Approaches
Computational approaches continue to adopt the computer metaphor as a theoretical
framework, but they no longer adhere to the information-processing framework. Instead,
the emphasis is on modeling human performance in terms of what is involved when
information is processed rather than when and how much. Primarily, computational
models conceptualize the cognitive system in terms of the goals, planning and action that
are involved in task performance. These aspects include modeling: how information is
organized and classified, how relevant stored information is retrieved, what decisions are
made and how this information is reassemble. Thus tasks are analyzed not in terms of the
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amount of information processed per se in the various stages but in terms of how the
system deals with new information. [3]
Connectionist Approaches
Connectionist approaches, otherwise known as neural networks or parallel distributed
processing, simulate behavior through using programming models. However, they differ
from conceptual approaches in that they reject the computer metaphor as a theoretical
framework. Instead, they adopt the brain metaphor, in which cognition is represented at
the level of neural networks consisting of interconnected nodes. Hence all cognitive
processes are viewed as activations of the nodes in the network and the connections
between them rather than the processing and manipulation of information. [3]
6.6 External Cognition
External cognition is concerned with explaining the cognitive processes involved when
we interact with different external representations. A main goal is to explicate the
cognitive benefits of using different representations for different cognitive activities and
the processes involved. The main one includes:
1. externalizing to reduce memory load
2. computational offloading
3. Annotating and cognitive tracing.
Externalizing to reduce memory load
A number of strategies have been developed for transforming knowledge into external
representations to reduce memory load. One such strategy is externalizing things we find
difficult to remember, such as birthdays, appointments and addresses.
Externalizing, therefore, can help reduce people’s memory burden by:
x reminding them to do something (e.g., to get something for their mother’s
birthday)
x reminding them of what to do (e.g., to buy a card)
x reminding them of when to do something (send it by a certain date)
Computational offloading
Computational offloading occurs when we use a tool or device in conjunction with an
external representation to help us carry out a computation. An example is using pen or
paper to solve a math problem.[2]
Annotating and cognitive tracing
Another way in which we externalize our cognitions is by modifying representations to
reflect changes that are taking place that we wish to mark. For example, people often
cross thinks off in to-do list to show that they have been completed. They may also
reorder objects in the environment; say by creating different piles as the nature of the
work to be done changes. These two kinds of modification are called annotating and
cognitive tracing:
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x Annotating involves modifying external representations, such as crossing off
underlining items.
x Cognitive tracing involves externally manipulating items different orders or
structures.
Information Visualization
A general cognitive principle for interaction design based on the external cognition
approach is to provide external representations at the interface that reduce memory load
and facilities computational offloading. Different kinds of information visualizations can
be developed that reduce the amount of effort required to make inferences about a given
topic (e.g., financial forecasting, identifying programming bugs). In so doing, they can
extend or amplify cognition, allowing people to perceive and do activities tat they
couldn’t do otherwise. [2]
6.7 Distributed cognition
Distributed cognition is an emerging theoretical framework whose goal is to provide an
explanation that goes beyond the individual, to conceptualizing cognitive activities as
embodied and situated within the work context in which they occur. Primarily, this
involves describing cognition as it is distributed across individuals and the setting in
which it takes place. The collection of actors (more generally referred to just as ‘people’
in other parts of the text), computer systems and other technology and their relations to
each other in environmental setting in which they are situated are referred to as functional
systems. The functional systems that have been studied include ship navigation, air traffic
control, computer programmer teams and civil engineering practices.
A main goal of the distributed cognition approach is to analyze how the different
components of the functional system are coordinated. This involves analyzing how
information is propagated through the functional system in terms of technological
cognitive, social and organizational aspects. To achieve this, the analysis focuses on the
way information moves and transforms between different representational states of the
objects in the functional system and the consequences of these for subsequent actions.[3]
References:
[1] Human Computer Interaction by Alan Dix
[2] Interaction Design by Jenny Preece
[3] Human Computer Interaction by Jenny Preece
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