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Memory

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(the 'magic number' 7 plus or minus 2) LTM _6. ISE 412 'Just the facts' about ... Describe how Mr. Franklin is able to figure these things out in terms of the ... – PowerPoint PPT presentation

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Title: Memory


1
Memory
SENSORY STORE
WORKING MEMORY
LONG-TERM MEMORY
2
A little experiment in memory
  • Courtesy of NASA Ames Cognition Laboratory
    (http//human-factors.arc.nasa.gov/cognition/tutor
    ials/ModelOf/memory5.html)
  • Step 1 take out a blank sheet of paper and put
    List 1 on the top. Then put your pencil/pen
    down.
  • Step 2 listen to the list of words carefully.
  • Step 3 after the entire list is finished, you
    will be instructed to write down as many of the
    words as you can remember.
  • Step 4 check your list against the one I show
    you and write the number correct at the top of
    the page.
  • Repeat steps 1 4 with List 2 and List 3.

3
Results from an earlier experiment
http//human-factors.arc.nasa.gov/cognition/tutori
als/ModelOf/memory5.html
4
Impact of memory on system design ...
  • Power
  • Vast store of knowledge
  • Limitations
  • Forgetting
  • Limited working memory
  • Attention

5
Just the facts about memory ...
  • Three subsystems of memory
  • Short-term sensory store
  • Working memory (short-term memory) WM/STM
  • Long-term memory - LTM
  • These subsystems differ in several ways
  • Capacity
  • Sensory store __________________________________
  • WM is ______________________________
  • (the "magic number" 7 plus or minus 2)
  • LTM __________________________

6
Just the facts about memory (cont.)
  • Differences in memory subsystems (cont.)
  • Duration
  • Sensory store ____________________________________
    _
  • WM _____________________________________________
  • LTM _____________________________
  • Codes
  • Sensory store ____________________
  • WM ____________________________
  • LTM ____________________________

7
How it works (or doesnt) ...
  • Working Memory (WM)
  • A model (from Baddeley)

8
WM How it works (or doesnt) ...
  • Restrictions
  • Capacity - 7 2 items of information.
  • Time - 7 - 70 second half-life
  • Some solutions ...
  • Increase capacity by chunking
  • Create meaningful sequence already present in LTM
  • Experiments
  • Subject could recall gt 20 binary digits by coding
    into octal (0101111? 57)
  • Subject could recall gt 80 digits by coding into
    running times (353431653 ? 3 min, 53.4 sec mile
    3 hr, 16 min, 53 sec marathon)
  • Chess masters recall board with great accuracy
    "chunk" into strategic patterns

9
WM How it works (or doesnt) ...
  • Examples of everyday chunking
  • Parsing - break up into chunks
  • phone numbers, social security numbers
  • Reading musical staffs ("Every Good Boy Does
    Fine")
  • Medical school mnemonics
  • Songs constraints of rhythm, rhyme
  • "We Didn't Start the Fire"
  • "Joseph and the Amazing Technicolor Dreamcoat"
  • Preamble to the US Constitution
  • Other approaches to handling WM limitations
  • Minimize load
  • Visual echoes
  • Exploit different codes

10
How it works (or doesnt) ...
  • Long-term memory (LTM)
  • Types
  • Semantic memory - general knowledge
  • Event memory
  • Episodic - an event in the past
  • Prospective - remember to do something
  • Basic mechanisms
  • Storage - through active rehearsal, involvement,
    or link to an existing memory.
  • Alternatively - everything gets in
  • Retrieval - depends on
  • item strength
  • number and strength of associations to other items

11
LTM How it works (or doesnt) ...
  • Organization of information in LTM
  • Most-used information is semantic
  • retrieval depends on semantic associations
  • good design builds / uses appropriate semantic
    associations
  • The network of semantic associations around
    specific topics are schemas
  • Schemas involving sequences of activities are
    scripts
  • Schemas concerning how equipment and systems work
    are mental models

12
LTM How it works (or doesnt) ...
  • What it means for design
  • Encourage regular use of info
  • Standardize
  • Design information to be remembered
  • Provide memory aids

13
Memory versus knowledge in the world
  • When do you not need to remember something?
  • (Why do you not need to remember what a penny
    looks like?)
  • When the knowledge is already "in the world"!
  • (Because you only need to recognize a penny - and
    nothing else looks like it.)

14
Knowledge in the worldfrom Norman, D.A. The
Design of Everyday Things, (formerly "P.O.E.T.")
1988. New York Currency/ Doubleday.)
  • Affordances
  • Constraints
  • Mappings
  • Conceptual Models
  • Visible Structure
  • Reveals
  • 1. affordances
  • 2. constraints
  • 3. mappings

15
Affordance
  • "refers to perceived or actual properties of the
    thing, primarily those fundamental properties
    that determine just how the thing could possibly
    be used. (Norman, pg. 9)
  • Affordances of objects e.g., chairs, tables,
    cups
  • Affordances of materials e.g., glass, wood
  • Affordances of controls How are things
    operated?

16
Examples ...
17
Constraints
  • Those aspects of a device or material that limit
    its perceived possible uses.
  • Physical size, shape, possibilities for
    movement, etc.
  • Semantic meaning of the situation
  • related to the notion of conceptual models
  • Cultural defined by tradition, meaning within
    the culture (e.g., the color red, triangular
    shape)
  • Logical placement of controls, direction of
    movement, etc.
  • related to mappings

18
Examples ...
  • Physical constraints
  • Semantic constraints
  • Cultural constraints
  • Logical constraints

19
Conceptual Models
  • Our understanding of the way things work, how
    things are put together, cause effect, etc.
  • Depends on the visibility of the system
    structure, the timing of the feedback, and
    consistency of cause/effect relationships
  • Builds a framework for storing knowledge about a
    system or device in the head.
  • Used to develop explanations, recreate forgotten
    knowledge, and make predictions.

20
Mappings
  • Making the connection between how things work and
    how we think they work.
  • Some examples (stay tuned - more in the display
    design lesson!)
  • Principle of Pictorial Realism Displayed
    quantities should correspond to the human's
    internal model of these quantities.
  • Congruence The linear motion of a control and
    display should be along the same axis and the
    rotational motion of a control and display should
    be in the same direction.
  • Principle of the Moving Part The direction of
    movement of an indicator on a display should be
    compatible with the direction of movement of an
    operator's internal representation of the
    variable whose change is indicated.
  • Spatial compatibility The spatial arrangement of
    displays should be preserved in the controls.

21
Your turn
  • Recall the question regarding Benjamin Franklin
    given to you as homework last week.
  • List a few of the things youve thought of that
    Mr. Franklin would be able to figure out in
    your apartment/home.
  • Describe how Mr. Franklin is able to figure these
    things out in terms of the affordances,
    constraints, mappings, and visible structure.
  • Use the following table to help organize your
    answer.

22
(No Transcript)
23
ATTENTION!!!
ATTENTION RESOURCES
From page 147 of Wickens et al.
24
ATTENTION!!!
  • A "flexible, sharable, processing resource of
    limited availability".
  • Our ability to attend to several things at once
    (time-sharing) depends on
  • Controlled vs automatic processing
  • Skill
  • Which resource(s) required
  • Attention tasks can be divided into 4
    categories ...

25
1. Selective Attention
  • "requires the monitoring of several channels
    (sources) of information to perform a single
    task.
  • Example scanning cockpit instruments
  • Limitations
  • As the number of channels of information
    increases, performance declines (even when the
    overall signal rate is the same).
  • Can select inappropriate aspect(s) of the
    environment to process.
  • "Cognitive tunnel vision" in complex environments
    with many displays, especially under stress.
    (Example 1972 Eastern Airlines crash in the
    Everglades).
  • Errors associated with Selective Attention are
    generally the result of an intentional, but
    unwise choice.

26
Selective Attention
  • Design Guidelines
  • Place frequently sampled displays together.
  • Place sequentially sampled displays together.
  • Use external aids/reminders to help people
    remember when the display was last sampled.

27
2. Focused Attention
  • Requires attending to one source of information
    at the exclusion of all others
  • Examples
  • Trying to study while someone else is talking on
    the phone
  • Trying to enter numerical data into Excel while
    others are discussing basketball scores and
    stats.
  • Limitations
  • Impossible to ignore a visual stimulus within 1
    degree of visual angle of the visual information
    you are interested in.
  • Auditory stimuli sufficiently loud with respect
    to the signal you are interested in, and/or
    similar to it, can interfere with the signal.
  • Errors associated with focused attention are
    generally unintentional, driven by the
    environment.

28
Focused Attention
  • Design Guidelines Parallel vs serial processing
  • Parallel processing is helpful when
  • two tightly coupled tasks are performed
    simultaneously (e.g., control roll and pitch of
    aircraft)
  • two or more information sources imply common
    action (redundancy gain)
  • Parallel processing is harmful when
  • similar aspects of different stimuli must be
    processed (resource competition)
  • two or more stimuli imply different actions
  • e.g., a batter distracted by a moth

29
3. Sustained Attention
  • "the ability of observers to maintain attention
    and remain alert over prolonged periods of time."
  • Example Security guard watching monitor for
    intruders.
  • Limitations
  • Vigilance decrement - a decline in the speed and
    accuracy of signal detection with time on the
    task (found more in the laboratory than in real
    world tasks).

30
Sustained Attention
  • Design Guidelines
  • Appropriate work-rest schedules and task
    variation.
  • Increase the conspicuity of the signal.
  • Reduce uncertainty as to when and where.
  • Training.

31
4. Divided Attention
  • "two or more separate tasks must be performed at
    the same time, and attention must be paid to
    both.
  • Example Driving and talking to a passenger.
  • Limitations
  • Time-sharing ...

32
The Resource Metaphor of Attention
  • Time-sharing (or doing two tasks simultaneously)
    is difficult because we have limited attention
    resources.
  • The Performance-Resource Function (PRF)


33
The Performance Operating Characteristic (POC)
34
Limitations of the "Single-Resource" Theory of
Attention
  • Difficulty insensitivity
  • In some experiments it has been shown that making
    one time-shared task more difficult has no effect
    on the performance of the other.
  • Perfect time-sharing
  • Structural alteration effects
  • In some experiments it has been shown that
    altering the structure (but NOT the difficulty)
    of one task affects performance on the other.
  • Example Manual vs vocal responses to a tone
    discrimination task while tracking.

35
Multiple-Resource Theory
  • Instead of one "pool" of resources, there are
    several different capacities of resources
  • Codes spatial or verbal
  • Modalities visual or auditory
  • Stages of processing early (encoding/central
    processing) or late (responding)
  • The more resources are shared, the more tasks
    will interfere.

36
Multiple-Resource Theory
  • To the extent that tasks demand separate rather
    than common resources
  • Time-sharing will be more efficient
  • Difficulty insensitivity will be observed
  • The POC will be more "boxy"

37
Limitation of Multiple Resource Theory
  • The three proposed dimensions (stages, codes,
    modalities) do not account for all experimental
    findings. For example
  • Tasks with different rhythmic requirements are
    hard to time-share.
  • Control dynamics affect the efficiency of
    time-sharing a manual tracking task with another
    task.

38
Implications Design Recommendations
  • Since spatial and verbal codes draw upon separate
    resources, time-sharing manual and verbal
    responses is highly efficient (assuming that the
    manual response is spatial in nature and that the
    vocal response is verbal). Example
  • pilots fly the airplane (spatial, manual task)
    and simultaneously talk to air traffic control
    (verbal, vocal task).
  • This example also demonstrates different
    modalities (visual and auditory) which also draw
    from separate resources
  • therefore
  • Design systems to support a mix of manual and
    vocal responses for time-shared tasks.

39
Multiple Resource Theory
  • The effect of training
  • Training can make tasks data limited rather than
    resource limited
  • Data limited tasks can coexist more easily than
    resource-limited
  • Reasoning behind part-task training paradigms
  • People can also be trained to timeshare tasks
    more efficiently
  • Rapid switching between tasks
  • True multi-tasking
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