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Cognitive Models in HCI Lecture Notes

The document discusses various cognitive models for understanding how users think and interact with systems, including goal and task hierarchies, linguistic models, and physical models. It also covers techniques for modeling cognition like GOMS, cognitive complexity theory, and hierarchical task analysis. Finally, it discusses issues related to modeling user cognition at different levels of abstraction and understanding user behavior through analysis of language.
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0% found this document useful (0 votes)
122 views15 pages

Cognitive Models in HCI Lecture Notes

The document discusses various cognitive models for understanding how users think and interact with systems, including goal and task hierarchies, linguistic models, and physical models. It also covers techniques for modeling cognition like GOMS, cognitive complexity theory, and hierarchical task analysis. Finally, it discusses issues related to modeling user cognition at different levels of abstraction and understanding user behavior through analysis of language.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Sri Vidya College of Engineering & Technology Lecture Notes ( unit 3)

Unit 3

Cognitive models

• goal and task hierarchies

• linguistic

• physical and device

• architectural

They model aspects of user:

• understanding , knowledge, intentions, processing

Common categorisation:

• Competence vs. Performance

• Computational flavour, No clear divide

Goal and task hierarchies

• Mental processing as divide-and-conquer

• Example: sales report

produce report

gather data

. find book names

. . do keywords search of names database

. . . … further sub-goals

. . sift through names and abstracts by hand

. . . … further sub-goals

. search sales database - further sub-goals

layout tables and histograms - further sub-goals

write description - further sub-goals

Issues for goal hierarchies

• Granularity

CS6008- Human Computer Interaction prepared by P.Ramya, AP/CSE


Sri Vidya College of Engineering & Technology Lecture Notes ( unit 3)

– Where do we start?

– Where do we stop?

• Routine learned behaviour, not problem solving

– The unit task

• Conflict

– More than one way to achieve a goal

Error

Techniques

• Goals, Operators, Methods and Selection (GOMS)

• Cognitive Complexity Theory (CCT)

• Hierarchical Task Analysis (HTA)

GOMS

Goals - what the user wants to achieve

Operators - basic actions user performs

Methods - decomposition of a goal into subgoals/operators

Selection -means of choosing between competing methods

Example:

GOAL: CLOSE-WINDOW

. [select GOAL: USE-MENU-METHOD

. MOVE-MOUSE-TO-FILE-MENU

. PULL-DOWN-FILE-MENU

. CLICK-OVER-CLOSE-OPTION

GOAL: USE-CTRL-W-METHOD

. PRESS-CONTROL-W-KEYS]

For a particular user:

Rule 1: Select USE-MENU-METHOD unless another

CS6008- Human Computer Interaction prepared by P.Ramya, AP/CSE


Sri Vidya College of Engineering & Technology Lecture Notes ( unit 3)

rule applies

Rule 2: If the application is GAME,

select CTRL-W-METHOD

Cognitive Complexity Theory

• Two parallel descriptions:

– User production rules

– Device generalised transition networks

• Production rules are of the form:

– if condition then action

Transition networks covered under dialogue models

Example: editing with vi

• Production rules are in long-term memory

• Model working memory as attribute-value mapping:

(GOAL perform unit task)

(TEXT task is insert space)

(TEXT task is at 5 23)

(CURSOR 8 7)

• Rules are pattern-matched to working memory,

e.g., LOOK-TEXT task is at %LINE %COLUMN


is true, with LINE = 5 COLUMN = 23.

Linguistic notations

• Understanding the user's behaviour and cognitive difficulty based on analysis of language
between user and system.

• Similar in emphasis to dialogue models

• Backus–Naur Form (BNF)

Task–Action Grammar (TAG)

• Backus-Naur Form (BNF) Very common notation from computer science

CS6008- Human Computer Interaction prepared by P.Ramya, AP/CSE


Sri Vidya College of Engineering & Technology Lecture Notes ( unit 3)

• A purely syntactic view of the dialogue

• Terminals

– lowest level of user behaviour

– e.g. CLICK-MOUSE, MOVE-MOUSE

• Nonterminals

– ordering of terminals

– higher level of abstraction

e.g. select-menu, position-mouse

BNF Example:

• Basic syntax:

– nonterminal ::= expression

• An expression

– contains terminals and nonterminals

– combined in sequence (+) or as alternatives (|)

draw line ::= select line + choose points + last point

select line ::= pos mouse + CLICK MOUSE

choose points ::= choose one | choose one + choose points

choose one ::= pos mouse + CLICK MOUSE

last point ::= pos mouse + DBL CLICK MOUSE

pos mouse ::= NULL | MOVE MOUSE+ pos mouse

Task Action Grammar (TAG)

• Making consistency more explicit

• Encoding user's world knowledge

• Parameterised grammar rules

• Nonterminals are modified to include additional semantic features

Consistency in TAG

CS6008- Human Computer Interaction prepared by P.Ramya, AP/CSE


Sri Vidya College of Engineering & Technology Lecture Notes ( unit 3)

• In BNF, three UNIX commands would be described as:

copy ::= cp + filename + filename | cp + filenames + directory

move ::= mv + filename + filename | mv + filenames + directory

link ::= ln + filename + filename | ln + filenames + directory

• No BNF measure could distinguish between this and a less


consistent grammar in which

link ::= ln + filename + filename | ln + directory + filenames

• consistency of argument order made explicit using a parameter, or semantic feature for file
operations

• Feature Possible values

Op = copy; move; link

• Rules

file-op[Op] ::= command[Op] + filename + filename

| command[Op] + filenames + directory

command[Op = copy] ::= cp

command[Op = move] ::= mv

command[Op = link] ::= ln

Other uses of TAG

• User’s existing knowledge

• Congruence between features and commands

• These are modelled as derived rules

Physical and device models

• The Keystroke Level Model (KLM)

• Buxton's 3-state model

• Based on empirical knowledge of human motor system

CS6008- Human Computer Interaction prepared by P.Ramya, AP/CSE


Sri Vidya College of Engineering & Technology Lecture Notes ( unit 3)

• User's task: acquisition then execution.

– these only address execution Complementary with goal hierarchies

Keystroke Level Model (KLM)

• lowest level of (original) GOMS

• six execution phase operators

– Physical motor: K - keystroking


P - pointing
H - homing
D - drawing

– Mental M - mental preparation

– System R - response

• times are empirically determined.

Texecute = TK + TP + TH + TD + TM + TR

KLM example:

socio-organizational issues and stakeholder requirements

• Organizational issues affect acceptance


– conflict & power, who benefits, encouraging use
• Stakeholders
– identify their requirements in organizational context
• Socio-technical models
– human and technical requirements
• Soft systems methodology
– broader view of human and organizational issues
• Participatory design
– includes the user directly in the design process
• Ethnographic methods
study users in context, unbiased perspective

CS6008- Human Computer Interaction prepared by P.Ramya, AP/CSE


Sri Vidya College of Engineering & Technology Lecture Notes ( unit 3)

Organisational issues
Organisational factors can make or break a system
Studying the work group is not sufficient
– any system is used within a wider context
– and the crucial people need not be direct users
Before installing a new system must understand:
– who benefits
– who puts in effort
– the balance of power in the organisation
– … and how it will be affected
Even when a system is successful
… it may be difficult to measure that success
Organisational structures
• Groupware affects organisational structures
– communication structures reflect line management
– email – cross-organisational communication
Disenfranchises lower management
 disaffected staff and ‘sabotage’
Technology can be used to change management style and power structures
– but need to know that is what we are doing
and more often an accident !
who are the stakeholders?

• system will have many stakeholders with potentially conflicting interests

• stakeholder is anyone effected by success or failure of system

– primary - actually use system

– secondary - receive output or provide input

– tertiary - no direct involvement but effected by success or failure

Facilitating - involved in development or deployment of system

Example: Classifying stakeholders – an airline booking system

An international airline is considering introducing a new booking system for use by associated travel
agents to sell flights directly to the public.

Primary stakeholders: travel agency staff, airline booking staff

Secondary stakeholders: customers, airline management

Tertiary stakeholders: competitors, civil aviation authorities, customers’ travelling companions, airline
shareholders

CS6008- Human Computer Interaction prepared by P.Ramya, AP/CSE


Sri Vidya College of Engineering & Technology Lecture Notes ( unit 3)

Facilitating stakeholders: design team, IT department staff

socio-technical modelling:

• response to technological determinism

• concerned with technical, social, organizational and human aspects of design

• describes impact of specific technology on organization

• information gathering: interviews, observation, focus groups, document analysis

• several approaches e.g.

– CUSTOM

OSTA

CUSTOM

• Six stage process - focus on stakeholders

– describe organizational context, including primary goals, physical characteristics,


political and economic background

– identify and describe stakeholders including personal issues, role in the organization and
job

– identify and describe work-groups whether formally constituted or not

– identify and describe task–object pairs i.e. tasks to be performed and objects used

– identify stakeholder needs: stages 2–4 described in terms of both current and proposed
system - stakeholder needs are identified from the differences between the two

consolidate and check stakeholder requirements against earlier criteria

OSTA

• Eight stage model - focus on task

– primary task identified in terms of users’ goals

– task inputs to system identified

– external environment into which the system will be introduced is described, including
physical, economic and political aspects

– transformation processes within the system are described in terms of actions performed
on or with objects

CS6008- Human Computer Interaction prepared by P.Ramya, AP/CSE


Sri Vidya College of Engineering & Technology Lecture Notes ( unit 3)

– social system is analyzed, considering existing internal and external work-groups and
relationships

– technical system is described in terms of configuration and integration with other systems

– performance satisfaction criteria are established, indicating social and technical


requirements of system

new technical system is specified

soft systems methodology

• no assumption of technological solution - emphasis on understanding situation fully

• developed by Checkland

• seven stages

– recognition of problem and initiation of analysis

– detailed description of problem situation

• rich picture

– generate root definitions of system

• CATWOE

– conceptual model - identifying transformations

– compare real world to conceptual model

– identify necessary changes

determine actions to effect changes

CATWOE

• Clients: those who receive output or benefit from the system

• Actors: those who perform activities within the system

• Transformations: the changes that are affected by the system

• Weltanschauung: (from the German) or World View - how the system is perceived in a
particular root definition

• Owner: those to whom the system belongs, to whom it is answerable and who can authorize
changes to it

Environment: the world in which the system operates and by which it is influenced

CS6008- Human Computer Interaction prepared by P.Ramya, AP/CSE


Sri Vidya College of Engineering & Technology Lecture Notes ( unit 3)

Participatory Design

• User is an active member of the design team.


• Characteristics
– context and work oriented rather than system oriented
– collaborative
– iterative
• Methods
– brain-storming
– storyboarding
– workshops
pencil and paper exercises

contextual inquiry:
• Approach developed by Holtzblatt
– in ethnographic tradition but acknowledges and challenges investigator focus
– model of investigator being apprenticed to user to learn about work
– investigation takes place in workplace - detailed interviews, observation, analysis of
communications, physical workplace, artefacts
– number of models created:
• sequence, physical, flow, cultural, artefact
• models consolidated across users
– output indicates task sequences, artefacts and communication channels needed and
physical and cultural constraints
communication and collaboration:
Look at several levels – minutiae to large scale context:
– face-to-face communication
– conversation
– text based communication
– group working

Face-to-face communication

• Most primitive and most subtle form of communication

Often seen as the paradigm for computer mediated communication?

Gestures and body language

• much of our communication is through our bodies

• gesture (and eye gaze) used for deictic reference

head and shoulders video loses this

Back channels

CS6008- Human Computer Interaction prepared by P.Ramya, AP/CSE


Sri Vidya College of Engineering & Technology Lecture Notes ( unit 3)

• Back channels include:

– nods and grimaces

– shrugs of the shoulders

– grunts and raised eyebrows

Utterance begins vague …


… then sharpens up just enough

Restricting media restricts back channels

video – loss of body language

audio – loss of facial expression

half duplex – lose most voice back-channel


responses

text based – nothing left!

Back channels and turn-taking

in a meeting …
– speaker offers the floor
(fraction of a second gap)
– listener requests the floor
(facial expression, small noise)
Grunts, ‘um’s and ‘ah’s, can be used by the:
– listener to claim the floor
– speaker to hold the floor
… but often too quiet for half-duplex channels
e.g. Trans-continental conferences – special problem
lag can exceed the turn taking gap
… leads to a monologue!

Speech act theory


A specific form of conversational analysis

CS6008- Human Computer Interaction prepared by P.Ramya, AP/CSE


Sri Vidya College of Engineering & Technology Lecture Notes ( unit 3)

Utterances characterised by what they do …


… they are acts
e.g. ‘I'm hungry’
– propositional meaning – hunger
– intended effect – ‘get me some food’
Basic conversational act the illocutionary point:
– promises, requests, declarations, …
Speech acts need not be spoken
e.g. silence often interpreted as acceptance …
• Generic patterns of acts can be identified
• Conversation for action (CfA) regarded as central
• Basis for groupware tool Coordinator
– structured email system
– users must fit within CfA structure
not liked by users!

hypertext, multimedia and the world-wide web

Text-imposes strict linear progression on the reader

Hypertext - not just linear

• non-linear structure

– blocks of text (pages)

– links between pages create a mesh or network

users follow their own path through information

Animation

• adding motion to images


– for things that change in time
• digital faces – seconds tick past or warp into the next
• analogue face – hands sweep around the clock face
• live displays: e.g. current system load
– for showing status and progress
• flashing carat at text entry location
• busy cursors (hour-glass, clock, spinning disc)
progress bars
– for education and training
• let students see things happen … as well as being interesting and entertaining
images in their own right
– for data visualisation
• abrupt and smooth changes in multi-dimensional data visualised using animated,
coloured surfaces

CS6008- Human Computer Interaction prepared by P.Ramya, AP/CSE


Sri Vidya College of Engineering & Technology Lecture Notes ( unit 3)

• complex molecules and their interactions more easily understood when they are
rotated and viewed on the screen
– for animated characters
wizards and help
video and audio
• now easy to author
– tools to edit sound & video and burn CDs & DVDs
• easy to embed in web pages
– standard formats (QuickTime, MP3)
• still big … but getting manageable
– memory OK … hand held MP3 players, TiVo etc.
– but download time needs care – tell users how big!
• very linear
hard to add ‘links’ often best as small clips or background
application areas
• rapid prototyping
– create live storyboards
– mock-up interaction using links
help and documentation
– allows hierarchical contents, keyword search or browsing
– just in time learning
• what you want when you want it
• (e.g. technical manual for a photocopier)
– technical words linked to their definition in a glossary
links between similar photocopiers
• education
– animation and graphics allow students to see things happen
– sound adds atmosphere and means diagrams can be looked at while hearing explanation
– non-linear structure allows students to explore at their own pace
– e-learning
• letting education out of the classroom!!
e.g. eClass

web technology and issues


web servers and clients
• the web is distributed
– different machines far across the world
– pages stored on servers
– browsers (the clients) ask for pages
sent to and fro across the internet

CS6008- Human Computer Interaction prepared by P.Ramya, AP/CSE


Sri Vidya College of Engineering & Technology Lecture Notes ( unit 3)

network issues – timing


• QoS (quality of service)
– bandwidth
• how much information per second
– latency
• how long it takes (delay)
– jitter
• how consistent is the delay
– reliability
• some messages are lost
… need to be resent … increases jitter
– connection set-up
need to ‘handshake’ to start

static web content


TEXT:
• text style
– generic styles universal: serif, sans, fixed, bold, italic
– specific fonts too, but vary between platforms
– cascading style sheets (CSS) for fine control
… but beware older browsers and fixed font sizes
– colour … often abused!
– positioning
– easy .. left, right justified or centred
– precise positioning with DHTML … but beware platforms …
screen size
graphics
• use with care …
– N.B. file size and download time …
this image = 1000 words of text
– affected by size, number of colours, file format
– backgrounds … often add little, hard to read text
– speeding it up

CS6008- Human Computer Interaction prepared by P.Ramya, AP/CSE


Sri Vidya College of Engineering & Technology Lecture Notes ( unit 3)

– caching – reuse same graphics


– progressive formats:
image appears in low res and gets clearer
• formats
– JPEG – for photos
• higher compression but ‘lossy’
• get ‘artefacts’
– GIF for sharp edges
• lossless compression
– PNG supported by current web browsers
• and action
– animated gifs for simple animations
image maps for images you can click on
icons
• on the web just small images
– for bullets, decoration
– or to link to other pages
– lots available!
– design … just like any interface
– need to be understood
– designed as collection to fit …
– under construction
– a sign of the inherent incompleteness of the web
or just plain lazy ??
web colour
• colour palettes
– choose useful 256 colours
– different choices, but Netscape ‘web safe’ 216 are common
each GIF image has its own palette – use for fast download

CS6008- Human Computer Interaction prepared by P.Ramya, AP/CSE

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