2
Summary
In previouslecture we learnt about,
Basics of Human Computer Interaction
Alarm Clock Example
Dos time versus software application
Don Norman’s Door Example
The human
Information i/o …
visual,
auditory,
haptic,
movement
3.
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TODAY’S OUTLINE
TheMEMORY
Information stored in memory
sensory, short-term, long-term
Information processed and applied
reasoning, problem solving, skill, error
Emotion influences human capabilities
Each person is different
Memory
• Without thecapacity to remember and to learn, it is difficult to
imagine what life would be like, whether it could be called living
at all. Without memory, we would be servants of the moment,
with nothing but our innate reflexes to help us deal with the
world. There could be no language, no art, no science, no
culture.’ (Blakemore, 1988)
6.
Memory
There are threetypes of memory function:
Sensory memories
Short-term memory or working memory
Long-term memory
Selection of stimuli governed by level of arousal.
Long-term memory (LTM)
Repository for all our knowledge
slow access ~ 1/10 second
slow decay, if any
huge or unlimited capacity
Two types
episodic – serial memory of events
semantic – structured memory of facts,concepts, skills
semantic LTM derived from episodic LTM
11.
Long-term memory (cont.)
Semantic memory structure
provides access to information
represents relationships between bits of information
supports inference
Model: semantic network
inheritance – child nodes inherit properties of parent nodes
relationships between bits of information explicit
supports inference through inheritance
Models of LTM- Frames
Information organized in data structures
Slots in structure instantiated with values for instance of data
Type–subtype relationships
DOG
Fixed
legs: 4
Default
diet: carniverous
sound: bark
Variable
size:
colour
COLLIE
Fixed
breed of: DOG
type: sheepdog
Default
size: 65 cm
Variable
colour
14.
Models of LTM- Scripts
Model of stereotypical information required to interpret situation
Script has elements that can be instantiated with values for context
Script for a visit to the vet
Entry conditions: dog ill
vet open
owner has money
Result: dog better
owner poorer
vet richer
Props: examination table
medicine
instruments
Roles: vet examines
diagnoses
treats
owner brings dog in
pays
takes dog out
Scenes: arriving at reception
waiting in room
examination
paying
Tracks: dog needs medicine
dog needs operation
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Models of LTM- Production
rules
Representation of procedural knowledge.
Condition/action rules
if condition is matched
then use rule to determine action.
IF dog is wagging tail
THEN pat dog
IF dog is growling
THEN run away
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LTM - Storageof information
rehearsal
information moves from STM to LTM
total time hypothesis
amount retained proportional to rehearsal time
distribution of practice effect
optimized by spreading learning over time
structure, meaning and familiarity
information easier to remember
17.
LTM - Forgetting
decay
information is lost gradually but very slowly
interference
new information replaces old: retroactive interference
old may interfere with new: proactive inhibition
so may not forget at all memory is selective …
… affected by emotion – can subconsciously `choose' to forget
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LTM - retrieval
recall
information reproduced from memory can be assisted by cues,
e.g. categories, imagery
recognition
information gives knowledge that it has been seen before
less complex than recall - information is cue
Deductive Reasoning
Deduction:
derive logically necessary conclusion from given premises.
e.g. If it is Friday then he will go to work
It is Friday
Therefore he will go to work.
Logical conclusion not necessarily true:
e.g. If it is raining then the ground is dry
It is raining
Therefore the ground is dry
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Deduction (cont.)
Whentruth and logical validity clash …
e.g. Some people are babies
Some babies cry
Inference - Some people cry
Correct?
People bring world knowledge to bear
22.
Inductive Reasoning
Induction:
generalize from cases seen to cases unseen
e.g. all elephants we have seen have trunks
therefore all elephants have trunks.
Unreliable:
can only prove false not true
… but useful!
Humans not good at using negative evidence
e.g. Wason's cards.
23.
Wason's cards
Is thistrue?
How many cards do you need to turn over to find out?
…. and which cards?
If a card has a vowel on one side it has an even number on the other
7 E 4 K
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Abductive reasoning
reasoningfrom event to cause
e.g. Sam drives fast when drunk.
If I see Sam driving fast, assume drunk.
Unreliable:
can lead to false explanations
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Problem solving
Processof finding solution to unfamiliar task using
knowledge.
Several theories.
Gestalt
problem solving both productive and reproductive
productive draws on insight and restructuring of problem
attractive but not enough evidence to explain `insight' etc.
move away from behaviourism and led towards information processing
theories
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Problem solving (cont.)
Problemspace theory
problem space comprises problem states
problem solving involves generating states using legal operators
heuristics may be employed to select operators
e.g. means-ends analysis
operates within human information processing system
e.g. STM limits etc.
largely applied to problem solving in well-defined areas
e.g. puzzles rather than knowledge intensive areas
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Problem solving (cont.)
Analogy
analogical mapping:
novel problems in new domain?
use knowledge of similar problem from similar domain
analogical mapping difficult if domains are semantically different
Skill acquisition
skilled activity characterized by chunking
lot of information is chunked to optimize STM
conceptual rather than superficial grouping of problems
information is structured more effectively
28.
Errors and mentalmodels
Types of error
slips
right intention, but failed to do it right
causes: poor physical skill,inattention etc.
change to aspect of skilled behaviour can cause slip
mistakes
wrong intention
cause: incorrect understanding
humans create mental models to explain behaviour.
if wrong (different from actual system) errors can occur
29.
Emotion
Various theoriesof how emotion works
James-Lange: emotion is our interpretation of a
physiological response to a stimuli
Cannon: emotion is a psychological response to a stimuli
Schacter-Singer: emotion is the result of our evaluation of
our physiological responses, in the light of the whole
situation we are in
Emotion clearly involves both cognitive and physical
responses to stimuli
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Emotion (cont.)
Thebiological response to physical stimuli is called
affect
Affect influences how we respond to situations
positive creative problem solving
negative narrow thinking
“Negative affect can make it harder to do
even easy tasks; positive affect can make
it easier to do difficult tasks”
(Donald Norman)
31.
Emotion (cont.)
Implicationsfor interface design
stress will increase the difficulty of problem
solving
relaxed users will be more forgiving of
shortcomings in design
aesthetically pleasing and rewarding
interfaces will increase positive affect
32.
Individual differences
longterm
– gender, physical and intellectual abilities
short term
– effect of stress or fatigue
changing
– age
Ask yourself:
will design decision exclude section of user population?
33.
Psychology and theDesign of
Interactive System
Some direct applications
e.g. blue acuity is poor
blue should not be used for important detail
However, correct application generally requires understanding of
context in psychology, and an understanding of particular
experimental conditions
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SUMMARY
Today welearnt about,
MEMORY
Information stored in memory
sensory, short-term, long-term
Information processed and applied
reasoning, problem solving, skill, error
Emotion influences human capabilities
Each person is different