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Models Assignment

1. Mental models in HCI refer to users' internal representations of systems and interfaces that influence how they interact with technology. Understanding users' mental models allows designers to create more intuitive interfaces. 2. If mental models do not align with a system's functionality, it can lead to errors and frustration. Designers should consider users' perspectives, identify common mental models, provide guidance and feedback, and iteratively test and refine designs. 3. Distributed mental models involve sharing knowledge and representations across individuals or systems to facilitate collaboration, such as shared mental models, social learning, communities of practice, and coordination mechanisms.

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0% found this document useful (0 votes)
53 views9 pages

Models Assignment

1. Mental models in HCI refer to users' internal representations of systems and interfaces that influence how they interact with technology. Understanding users' mental models allows designers to create more intuitive interfaces. 2. If mental models do not align with a system's functionality, it can lead to errors and frustration. Designers should consider users' perspectives, identify common mental models, provide guidance and feedback, and iteratively test and refine designs. 3. Distributed mental models involve sharing knowledge and representations across individuals or systems to facilitate collaboration, such as shared mental models, social learning, communities of practice, and coordination mechanisms.

Uploaded by

Edward Chirwa
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Mental models in HCI

In the field of Human-Computer Interaction (HCI), mental models refer to the internal,
cognitive representations that users have of a system, interface, or process. Mental models are
based on individuals' past experiences, knowledge, and expectations, and they influence how
users interact with technology.
In HCI, researchers and designers use the concept of mental models to understand how users
perceive and interpret information systems. By understanding the mental models of their
users, designers can create interfaces and interactions that are more intuitive, user-friendly,
and effective.
Mental models can be thought of as "lenses" through which users view and interact with a
system. They provide a simplification of reality, allowing users to make sense of complex
information and processes. However, mental models can also lead to misunderstandings,
errors, and frustration if they do not align with the actual functionality of the system.
Therefore, in HCI, it is important to consider the mental models of users when designing
interactive systems. This involves:
1. Understanding the user's perspective: Researchers and designers must empathize with
users and try to understand their needs, goals, and behaviors.
2. Identifying common mental models: Designers should identify commonly held mental
models among users and incorporate them into the design of the interface.
3. Providing feedback and guidance: The design should provide clear feedback and
guidance to help users develop accurate mental models of the system's behavior.
4. Reducing cognitive dissonance: When users encounter inconsistencies between their
mental model and the system's behavior, designers should aim to minimize the
resulting cognitive dissonance by providing explanations, tutorials, or other forms of
support.
5. Iteratively refining designs: Through user testing and evaluation, designers can
identify areas where users' mental models diverge from the intended design and make
iterative improvements to address these issues.
By considering mental models in the design process, HCI practitioners can create systems
that are more usable, accessible, and efficient, ultimately leading to better outcomes for both
users and organizations.

Traditional mental method


Traditional mental models in Human-Computer Interaction (HCI) refers to the classic, well-
established concepts and frameworks that have been used to describe and understand how
people interact with computers and digital technologies. These models have evolved over
time as technology has advanced and our understanding of human behavior has deepened.
Some examples of traditional mental models in HCI include:
1. Information Processing Model: This model assumes that humans process information
in a linear, systematic way, similar to a computer program. It focuses on the cognitive
processes involved in processing information, such as attention, perception, memory,
and decision-making.
2. Cognitive Walkthrough Method: Developed by Gentner & Stevens in 1983, this
method uses a step-by-step analysis of tasks to identify potential problems and design
flaws in software and hardware systems.
3. User Control Theory: This theory posits that users seek control over their environment
and that the degree of control affects their satisfaction and performance. Its principles
guide the design of interactive systems, emphasizing the importance of clear displays,
minimal cognitive load, and appropriate feedback.
4. Cognitive Load Management: Sweller introduced the idea of cognitive load
management in 1988, emphasizing the need to optimize instructional design and
reduce intrinsic load to enhance learning. This framework helps designers manage the
complexity of information, minimize extraneous cognitive load, and promote
situational awareness.
5. Technical Rationality Principle: Introduced by Kellogg et al. in 1987, this principle
suggests that people tend to prefer solutions that are logically sound, economical, and
practical, rather than those based solely on personal experience or intuition. When
designing technical systems, adherence to the technical rationality principle ensures
that solutions are optimized for efficiency and effectiveness.
6. Problem-Solving Framework: This framework identifies two primary problem-
solving strategies: generative and analytical. Generative strategies involve
brainstorming and producing novel solutions, while analytical strategies entail
breaking down complex problems into smaller parts and analyzing each component.
Designers often employ a combination of both approaches to solve complex design
challenges.
7. State-Behavior-Preference Model: Developed by Beitz & Chpply in 1988, this model
relates three aspects of a person's experience with an object or situation: state (the
current conditions or context), behavior (actions taken within that context), and
preference (individual preferences influencing actions). By understanding how these
factors interrelate, designers can create products better aligned with users' needs and
preferences.
8. Task-Action-Result (TAR) Framework: Introduced by Sowanabe et al. in 1997, this
framework structures task descriptions using three components: task goal (desired
outcome), action sequence (steps performed), and result (outcome of the sequence).
Organizing task information in this manner facilitates comprehension and
communication among stakeholders during development and testing.
9. Personas: Introduced by Alan Cooper in 1999, personas represent archetypical users,
created through qualitative research and data analysis to capture relevant
characteristics, behaviors, motivations, and pain points. Personas aid designers in
creating user-centered designs by keeping real users' needs top of mind throughout the
design process.
10. Contextual Design: Introduced by Holmes & Veronie in 1991, this ethnographic
approach to design combines observation, interviewing, and prototyping methods to
gain insights directly from users about their work practices and uncover latent needs.
It frames design requirements around specific tasks, activities, and environmental
influences surrounding them.
These are some of the key traditional mental models in HCI. While still useful today, they
continue to evolve as new theories and techniques emerge, reflecting advances in technology,
artificial intelligence, machine learning, and a deeper understanding of human behavior and
emotions.

Distributed mental models in HCI


Distributed mental models in HCI refer to the shared understanding and representation of
knowledge and information across multiple individuals, groups, or systems. Unlike
traditional mental models that reside within an individual's mind, distributed mental models
are situated across various entities, fostering collaboration and coordination in joint cognitive
efforts.
Distributed mental models can take many forms in HCI, including but not limited to:
1. Shared Mental Models: Multiple individuals share a common understanding of a task,
problem, or domain. This shared understanding is built through discussion,
negotiation, and collaboration, creating a shared frame of reference that guides joint
problem-solving and decision-making.
2. Collaborative Mental Models: Individuals work together to construct and maintain a
shared representation of a problem space, solution space, or workflow. This
collaborative effort enables the group to achieve a level of shared understanding that
may not be possible individually.
3. Social Learning: People learn from one another through social interactions, observing
others' behaviors, and imitating their practices. Social learning theory posits that
people adopt new skills, attitudes, and beliefs based on their observations of others'
performances.
4. Communities of Practice: Groups of individuals who share a passion, profession, or
interest collaborate and communicate regularly, sharing knowledge, expertise, and
experiences. Participants in communities of practice influence one another's mental
models through their interactions and collective endeavors.
5. Decision Support Systems: Computer-based systems that facilitate group decision-
making and problem-solving by providing structured guidance, visualizations, and
analyses. Decision support systems can integrate individual mental models, enabling
team members to examine alternatives, discuss trade-offs, and reach consensus
decisions.
6. Multi-Agent Systems: Autonomous agents working together to accomplish tasks and
achieve goals, leveraging their respective strengths, capabilities, and perspectives to
tackle complex problems. Each agent possesses its own mental model; however, by
communicating and coordinating their efforts, they form a larger, distributed mental
model.
7. Cognitive Artefacts: Physical or digital objects designed to externalize and support
cognitive processes, such as diagrams, sketches, flowcharts, or mind maps. Cognitive
artefacts mediate and facilitate communication among team members, helping to
establish a shared understanding and preserve institutional knowledge.
8. Coordination Mechanisms: Protocols, routines, and procedures that teams utilize to
coordinate their actions, exchange information, and handle conflicts. Effective
coordination mechanisms enable individuals to align their mental models, work
toward shared objectives, and adapt to changing circumstances.
The benefits of distributed mental models in HCI include improved teamwork, enhanced
problem-solving capacities, increased productivity, reduced errors, and faster decision-
making. Distributed mental models can also better accommodate diverse perspectives and
expertise, promoting creativity and innovation in various domains, such as business,
healthcare, engineering, and education.
However, it is important to note that distributed mental models also face challenges, like
achieving consensus, managing conflicting views, and ensuring mutual understanding among
all parties involved. To overcome these obstacles, researchers and practitioners can
implement strategies such as communication protocols, trust-building measures, conflict
resolution techniques, and training programs that target effective collaboration and cognition.
Overall, distributed mental models play a crucial role in supporting collaboration and
achieving successful outcomes in various fields. Understanding and effectively utilizing these
models can significantly improve human-computer interaction, team performance, and
organizational success.

Differences between traditional and distributed mental models in HCI


Traditional mental models in HCI refer to the internal, individual representations of a system
or process that a person uses to reason about and interact with the system. These models are
typically developed through personal experience, observation, and learning.
Distributed mental models, on the other hand, refer to the shared understanding and
representation of a system or process that is constructed and maintained by a group of people.
These models are not stored in any single individual's head, but rather are distributed across
the group and are shaped by the interactions and communications between group members.
Here are some key differences between traditional and distributed mental models in HCI:
1. Location: Traditional mental models are located within the individual's mind, whereas
distributed mental models are shared among group members and exist outside of any
single individual's consciousness.
2. Construction: Traditional mental models are constructed through personal experience
and learning, whereas distributed mental models are constructed through interactions
and communications between group members.
3. Accessibility: Traditional mental models are only accessible to the individual who
holds them, whereas distributed mental models are accessible to all group members.
4. Updating: Traditional mental models can be updated through personal experience and
learning, whereas distributed mental models can be updated through interactions and
communications between group members.
5. Consistency: Traditional mental models may differ between individuals, whereas
distributed mental models are consistent across group members.
6. Interference: Traditional mental models may be influenced by individual biases and
heuristics, whereas distributed mental models may be less susceptible to these biases
due to the diversity of perspectives within the group.

Examples of distributed mental models in HCI include:


1. Collaborative editing: When multiple people work together on a document or project,
they may develop a shared understanding of the material and its organization, which
becomes the distributed mental model.
2. Virtual environments: In multiplayer online games or virtual reality simulations,
players may develop a shared understanding of the game world and its rules, which
becomes the distributed mental model.
3. Group decision-making: When a group makes a decision together, they may develop a
shared understanding of the options, criteria, and priorities, which becomes the
distributed mental model.
4. Team coordination: In sports or emergency response situations, team members may
develop a shared understanding of their roles, responsibilities, and objectives, which
becomes the distributed mental model.
5. Joint planning: When people plan an event or project together, they may develop a
shared understanding of the timeline, resources, and tasks required, which becomes
the distributed mental model.
6. Common ground: When people engage in conversation or discussion, they may
develop a shared understanding of the topic at hand, which becomes the distributed
mental model.
7. Community governance: In community-driven projects or decentralized
organizations, participants may develop a shared understanding of the community's
purpose, values, and decision-making processes, which becomes the distributed
mental model.
8. Peer review: When peer reviewers evaluate a manuscript or proposal together, they
may develop a shared understanding of the material and its relevance, which becomes
the distributed mental model.

Traditional mental models in HCI refer to the way users perceive and interact with digital
interfaces based on their past experiences and learned behaviors. Here are some examples:

1. File Folder Metaphor: This is a classic example of a mental model that has been used
in graphical user interfaces (GUIs) for decades. Users intuitively understand the
concept of files and folders, so designers use this metaphor to help them navigate
digital file systems. The folder represents a container that holds files, and users can
create new folders, move files around, and delete them just like they would with
physical files and folders.
2. Desktop Metaphor: Another popular mental model is the desktop metaphor, which
uses visual elements such as icons, windows, and trash cans to represent objects on a
physical desk. Users can open documents, drag-and-drop files, and minimize or
maximize windows just like they would manipulate physical objects on their desks.
3. Navigation Menus: Menu bars, drop-down menus, and toolbars are common UI
elements that rely on users' familiarity with navigation menus in physical
environments. For instance, a menu bar at the top of a screen might have options like
"File," "Edit," and "Help"—users understand these categories because they've seen
similar menus in restaurants, retail stores, and other brick-and-mortar businesses.
4. Buttons and Iconography: Many interactive elements in digital interfaces leverage
users' preexisting knowledge of buttons and iconography from everyday life. For
instance, a button with an upward arrow symbol indicates "maximize" or "expand,"
much like opening a window or enlarging a map. Similarly, a gear icon often signifies
settings or configurations, drawing from users' experiences with mechanical devices
that require adjustments.
5. Forms and Input Fields: Web forms that ask for personal information like name,
address, and phone number bank on users' prior encounters with paper forms, surveys,
or shopping checkout processes. Similarly, input fields like text boxes, checkboxes,
and radio buttons correspond to their analog counterparts in the physical world, such
as filling out forms by hand or selecting options from a list.
6. Cursor Behavior: When designers make cursors change shape or behavior depending
on the context (e.g., pointer becomes a grabber when hovering over a draggable
element), it leverages users' understanding of how tools work in real life. A cursor
that turns into a magnifying glass when users hover over something suggests
investigating or inspecting an object without actually touching it, just as we might
examine an item through a magnifying lens.
7. Undo and Redo Functionality: Most applications now provide undo and redo
functionality, which mirrors our experience correcting mistakes or experimenting with
changes in the physical world. Just as we may regret an action taken in real life and
try to fix or reverse its effects, digital interfaces offer corresponding commands to
undo and redo actions using keyboard shortcuts (Ctrl + Z/Y or Command + Z/Shift +
Z) or onscreen controls.
8. Iconic Design Language: Material Design introduced an iconic language based on
real-life objects and actions. Instead of abstract symbols, Google sought to employ
simple, recognizable representations familiar to most people (e.g., a cassette tape for
recording audio, a dial pad for making calls). This decision strengthened the
connection between the interface and users' existing schemas and expectations.
9. Save As... / Load... : Perhaps you're drafting a document, creating a project proposal,
or building your résumé; chances are you hit Ctrl+S (or command+S) frequently
while working. Even if not conscious of it, your muscle memory and prior
experiences save you from losing progress. Our brains associate saving a digital copy
with preserving valuable data, much like keeping hardcopies in a safe place protects
against loss in the physical world. Such tiny yet vital interactions rely heavily on
analogs from our lives outside the digital domain.
10. Wizard-like Progress Indicators: Lastly, many multi-step processes in software (e.g.,
setup assistants, tutorials, firmware updates) display progress with a wizard character
or similar graphics. These wizards illustrate advancement toward ultimate goals
similarly to roadmaps or paths in the actual environment, utilizing users' innate
comprehension of following routes or landmarks to track progress or anticipate what
lies ahead.

References
1. Information Processing Model:
o Miller, G. A. (1968). The psychology of communication. New York: Basic
Books.
o paivio, A., & Garnett, R. (1976). Object recognition and scene perception.
Hillsdale, NJ: Erlbaum.
2. Cognitive Walkthrough Method:
o Gentner, D., & Stevens, J. P. (1983). Mental models. In D. Gentner & A. L.
Stevens (Eds.), Mental models (pp. 1-24). Hillsdale, NJ: Erlbaum.
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9. Personas: *Cooper, A. (1999). The inmates are running the asylum: Why high tech
products drive us crazy and how to restore the sanity. Upper Saddle River, NJ: Sams.
10. Contextual Design: *Holmes, J., & Veronie, P. (1991). Contextual inquiry: A
technique for gathering information about people's behaviors and attitudes in natural
settings. Proceedings of ACM CHI '91 Human Factors in Computing Systems
Conference, 271-277.
11. "Distributed Cognition: Toward a New Foundation for Human-Computer Interaction"
by Edwin Hutchins, published in the Proceedings of the 1995 ACM conference on
Human Factors in computing systems - This paper introduces the concept of
distributed cognition and discusses its implications for human-computer interaction.
12. "Distributed Mental Models in Human-Computer Interaction" by Paul Dourish,
published in the Proceedings of the 1997 ACM conference on Human Factors in
computing systems - This paper explores the idea of distributed mental models in HCI
and discusses how they can be used to support collaboration and coordination
between individuals.
13. "Awareness and Coordination in Distributed Work" by Kristine L. Recker, John M.
Carroll, and Mary Beth Rosson, published in the Proceedings of the 1999 ACM
conference on Human Factors in computing systems - This paper discusses the role of
awareness and coordination in distributed work environments and how distributed
mental models can support these processes.
14. "Anatomy of a Distributed Mental Model" by Mark S. Ackerman, Jonathan L.
Herlocker, and David R. Millen, published in the Journal of Cognitive Science - This
paper provides a detailed examination of the structure and elements of distributed
mental models and discusses their implications for designing intelligent systems.
15. "Shared Mental Models in Collaborative Systems" by Aslis F. Damkjaer and John M.
Carroll, published in the Proceedings of the 2001 ACM conference on Human Factors
in computing systems - This paper investigates the role of shared mental models in
collaborative systems and discusses how they can be supported through design.
16. "Cognitive Artifacts in Distributed Cognitive Systems" by Christian Resurreccion,
Paul Dourish, and Genevieve Bell, published in the Proceedings of the 2003 ACM
conference on Human Factors in computing systems - This paper discusses the role of
cognitive artifacts in distributed cognitive systems and how they can support
distributed mental models.
17. "Collaborative Remembering: A Study of How People Use a Wall-Sized Display to
Share Memories" by Steve Whittaker, Andrew Drucker, and Susan A. Dumais,
published in the Proceedings of the 2007 ACM conference on Human Factors in
computing systems - This paper presents a study on how people use a wall-sized
display to share memories and discusses the implications for distributed mental
models.
18. "Understanding Distributed Mental Models in Collaborative System Design" by
Shneiderman, B. (2007). - This paper presents a framework for understanding
distributed mental models in collaborative system design and discusses the
implications for designing intelligent systems.
19. "Distributed Mental Models in Multiteam Systems" by Olson, J. R., & Salisbury, J. K.
(2011). - This paper discusses the role of distributed mental models in multiteam
systems and how they can be supported through design.
20. "Designing Collaborative Systems With Distributed Mental Models" by Henri, J., &
Preece, J. (2013). - This paper provides a tutorial on designing collaborative systems
with distributed mental models and discusses the implications for human-computer
interaction.

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