Title: Memory
1Memory
SENSORY STORE
WORKING MEMORY
LONG-TERM MEMORY
2A 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.
3Results from an earlier experiment
http//human-factors.arc.nasa.gov/cognition/tutori
als/ModelOf/memory5.html
4Impact of memory on system design ...
- Power
- Vast store of knowledge
- Limitations
- Forgetting
- Limited working memory
- Attention
5Just 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 __________________________
6Just the facts about memory (cont.)
- Differences in memory subsystems (cont.)
- Duration
- Sensory store ____________________________________
_ - WM _____________________________________________
- LTM _____________________________
- Codes
- Sensory store ____________________
- WM ____________________________
- LTM ____________________________
7How it works (or doesnt) ...
- Working Memory (WM)
- A model (from Baddeley)
8WM 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
9WM 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
10How 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
11LTM 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
12LTM How it works (or doesnt) ...
- What it means for design
- Encourage regular use of info
- Standardize
- Design information to be remembered
- Provide memory aids
13Memory 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.)
14Knowledge 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
15Affordance
- "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?
16Examples ...
17Constraints
- 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
18Examples ...
- Physical constraints
- Semantic constraints
- Cultural constraints
- Logical constraints
19Conceptual 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.
20Mappings
- 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.
21Your 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)
23ATTENTION!!!
ATTENTION RESOURCES
From page 147 of Wickens et al.
24ATTENTION!!!
- 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 ...
251. 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.
26Selective 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.
272. 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.
28Focused 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
293. 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).
30Sustained Attention
- Design Guidelines
- Appropriate work-rest schedules and task
variation. - Increase the conspicuity of the signal.
- Reduce uncertainty as to when and where.
- Training.
314. 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 ...
32The Resource Metaphor of Attention
- Time-sharing (or doing two tasks simultaneously)
is difficult because we have limited attention
resources. - The Performance-Resource Function (PRF)
33The Performance Operating Characteristic (POC)
34Limitations 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.
35Multiple-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.
36Multiple-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"
37Limitation 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.
38Implications 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.
39Multiple 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