CSC 484 Lecture Notes Week 4, Part 2 Understanding Users, - - PowerPoint PPT Presentation

csc 484 lecture notes week 4 part 2 understanding users
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CSC 484 Lecture Notes Week 4, Part 2 Understanding Users, - - PowerPoint PPT Presentation

CSC484-S08-L4.2 Slide 1 CSC 484 Lecture Notes Week 4, Part 2 Understanding Users, Cognitively CSC484-S08-L4.2 Slide 2 I. Relevant Reading -- chapter 3 of the book. CSC484-S08-L4.2 Slide 3 II. Applying cognitive understanding to interaction


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CSC484-S08-L4.2 Slide 1

CSC 484 Lecture Notes Week 4, Part 2 Understanding Users, Cognitively

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  • I. Relevant Reading
  • - chapter 3 of the book.
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  • II. Applying cognitive understanding

to interaction design.

  • A. Cognition is how people think.
  • B. Understanding cognition can provide

useful guidelines

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Applying cognitive understanding, cont’d E.g.,

  • 1. how to lay out an interface,
  • 2. how much to put in an interface,
  • 3. how to keep a user’s attention
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Applying cognitive understanding, cont’d

  • C. "Useful guideline" is important.
  • 1. Very few "laws" of design.
  • 2. Cognition is immensely complicated.
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Applying cognitive understanding, cont’d

  • D. Designers be aware that
  • 1. different people think differently
  • 2. the same people think differently,

depending on the task

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Applying cognitive understanding, cont’d

  • 3. many aspects of cognition weakly

understood, or not understood at all

  • 4. cognitive theories subject to change
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This week’s schedule:

  • Mon Lab: Quiz
  • Wed Lec: 1-minute madness talks
  • Wed lab: Poster session 1
  • Fri lab: Poster session 2
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Continuing with

Notes 4.2, Item II

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Applying cognitive understanding, cont’d

  • E. The golden rule -- know thy users.
  • 1. Cognitive theories can be helpful.
  • 2. However, ...
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Applying cognitive understanding, cont’d

  • F. What to take away from this chapter.
  • 1. A lot of research available.
  • 2. When cognitive aspects come to fore,

look at the literature.

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Applying cognitive understanding, cont’d

  • 3. E.g., if your product requires a user to

remember, look at the extensive literature

  • n human memory.
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  • III. Intro to Ch 3 (Sec 3.1).
  • A. Aspects cognition useful for ID.
  • B. Understand what people are good at, bad at.
  • 1. Technologies can extend capabilities.
  • 2. Can compensate for human weaknesses.
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Intro to Ch 3, cont’d

  • C. Specific topics covered:
  • 1. explanation of what cognition is
  • 2. ways cognition applied to ID
  • 3. examples
  • 4. explanation of mental models.
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  • IV. What is cognition? (Sec 3.2)
  • A. It’s what goes on in the "wetware".
  • B. Norman identified two general modes:
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What is cognition?, cont’d

  • 1. experiential -- doing things
  • 2. reflective -- thinking about things
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What is cognition?, cont’d

  • C. More specific categorization
  • 1. attention -- selecting things

to concentrate on

  • 2. perception and recognition -- acquiring

information from the environment

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What is cognition?, cont’d

  • 3. memory -- recalling knowledge

to support action

  • 4. learning -- learning to use something, or

using something to learn

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What is cognition?, cont’d

  • 5. reading, speaking, listening -- using and

processing language

  • 6. problem solving -- planning, reasoning, and

deciding how to act

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  • V. Design implications related to attention.
  • A. Organize info into categories,

provide distinguishable separation.

  • B. Make information that requires attention

prominent and noticeable.

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Design implications related to attention, cont’d

  • C. Av
  • id clutter.
  • D. Use color and decoration to focus attention,

not just eye candy.

  • E. As always, KEEP IT SIMPLE.
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  • VI. Design implications related to

perception and recognition.

  • A. Make display elements meaningful and

readily distinguishable.

  • B. As for attention, structure info into

related categories.

  • C. Apply to all forms of presentation

graphical, textual, audio, and tactile.

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  • VII. Design implications related to memory.
  • A. Keep it simple.
  • B. Promote recognition over recall.
  • C. Use visual cues to index info.
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Design implications related to memory, cont’d

  • D. Provide a variety of ways

to save and retrieve info.

  • 1. mnemonic naming
  • 2. keyword tagging
  • 3. hierarchical organization
  • 4. prioritized ordering
  • 5. temporal ordering
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  • VIII. Design implications related to learning.
  • A. Promote exploration.
  • B. Guide and constrain learning users,

allow experts users to disable guidance.

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Design implications related to learning, cont’d

  • C. Allow users to undo mistakes easily.
  • D. Allow learning users to zoom in on details,

from higher-level abstractions.

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  • IX. Design implications related to reading,

speaking, listening.

  • A. Keep speech-based instructions short.
  • B. Allow text size to be varied.
  • C. Be hypesensitive to particular users’ abilities.
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  • X. Design implications related to

problem solving.

  • A. Provide selectively accessible details.
  • B. Keep it simple.†

† Did I mention, Keep it simple?

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  • XI. Cognitive Frameworks (Sec 3.3)
  • A. Explain and predict human behavior.
  • B. Some applicable to ID:
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Cognitive Frameworks, cont’d

  • 1. mental models -- what’s in users’ heads
  • 2. theory of action -- explain or predict action
  • 3. information processing --

humans as information processing agents

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Cognitive Frameworks, cont’d

  • 4. external cognition -- models of humans

combined with external cognitive support

  • 5. distributed cognition -- models of multi-

human, multi-machine cognitive systems

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  • XII. Mental models (Sec 3.3.1)
  • A. Users’ models of interactive systems:
  • 1. Some users have shallow understanding.
  • 2. Others want or need deep understanding.
  • 3. Designers should accommodate both.
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Mental models, cont’d

  • B. Regarding engineered representations:
  • 1. Variety of research, particularly in AI.
  • 2. Not much yet applied to ID.
  • 3. An interesting formal approach in

next week’s research reading.

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  • XIII. Theory of action (Sec 3.3.2).
  • A. Don’t provide concrete guidance for ID.
  • B. Suggest importance of providing feedback

(Recall Nielson’s first heuristic.)

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Theory of action, cont’d

  • C. Another theory focuses on gulfs

between users and systems.

  • D. Spark some interesting HCI work.
  • E. Next week’s reading addresses the gulf.
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  • XIV. Information processing (Sec 3.3.3).
  • A. Tries to model cognition humans as

information processing agents.

  • B. Norman and others have dismissed

as overly simplistic.

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  • XV. External cognition (Sec 3.3.4).
  • A. Simply a recognition that people use external

media to help them remember things.

  • B. ID should consider all forms of external cog-

nitive support.

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  • XVI. Distributed cognition (Sec 3.3.5).
  • A. Model that includes
  • multiple human actors
  • multiple machine-based systems
  • the distributed environment
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Distributed cognition, cont’d

  • B. Next week’s research reading focuses on the

airline cockpit, sited in book as an example.

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  • XVII. Epilogue -- Google versus Yahoo.
  • A. What does Google know that Yahoo doesn’t?
  • B. Consider

weblogs.media.mit.edu/ SIMPLICITY/ nonflickr/05_yahoogle.html

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Google versus Yahoo, cont’d

  • C. Will Yahoo ever learn?
  • http://yahoo.com
  • http://google.com