Title: ATTENTION AND MENTAL RESOURCES
1ATTENTION AND MENTAL RESOURCES
- Nantida Wisawayodhin M Sc. M.Erg.S.
Module Cognition and Information
Processing Course Human Centered Design
(HCD) SOAD, KMUTT
2OVERVIEW
- Mental Resources
- Multiple Resources Theory
- Bottleneck Theory
- S-R Compatibility
- Design Guidelines
- Practical
- Attention
- Auditory and visual attention
- Selective
- Focused
- Divided
- Automatic vs. Controlled processing
3MODEL OF HUMAN INFORMATION PROCESSING
4ATTENTION
- A process dictates by the central executive in
working memory - Applies throughout the information processing
stages - Is closely related to intention and conscious
awareness - Is resource limited
- Three main types
- Focused attention
- Selective attention
- Divided attention
5ATTENTION AUDITORY vs. VISUAL
6SELECTIVE ATTENTION
Factors affecting your selective attention
- Salience
- the features of the environment that will attract
or capture attention - Expectancy
- the use of our knowledge to predict where to look
for information and what changes to expect of
product/system behaviour - pay attention more intently and frequently to the
area of the visual field in which changes are
likely to appear
7SELECTIVE ATTENTION
- Value
- the value of information received
- what each task means to the person and the
intended goal - Expert users make use of their knowledge about
values and expectancy to guide their attention
much better than novices - Effort
- information access effort
- the amount of effort requires to do something is
considered in terms of the perceived expected
value of the information received
8SELECTIVE ATTENTION
- Features of salience
- Auditory modality
- Non-directional
- More attention grabbing than visual events
- Used in alarms
- Visual modality
- Onsets (the commencement of stimuli) tend to be
the most salient or attention-grabbing property - Unique shape size and brightness
- Use of repeated onsets (flashing) as visual
alerts
9SELECTIVE ATTENTION
10FOCUSED ATTENTION
Attentional resources are directed to one single
task and maintained until desired goal is
achieved
- Effort - the amount of resources being invested
into a task - Difficulty - the amount of resources a task
demands - Distraction - similarity and proximity of
irrelevant stimuli to the target stimulus can
cause distraction
11FOCUSED ATTENTION
Relationship between effort and difficulty
- Investing effort or resource into a task of
constant difficulty will improve its performance - Increasing the difficulty of a task will decrease
performance unless more resources are supplied to
compensate - A ceiling of performance level will be met for a
task of constant difficulty however much effort
is being put into it
12DIVIDED ATTENTION
- The ability to respond simultaneously to multiple
tasks or multiple task demands - Sometimes referred to as dual-tasking,
concurrent processing and time-sharing - Efficient time-sharing
- driving while having a conversation
- cycling while navigating a mountainous route
- thinking and writing at the same time
13DIVIDED ATTENTION
- We can time share between two tasks if
- One is a manual and another is a verbal task
- At least one is a skilled or routine task
- One is a perceptual and the other is a response
task
Psychologists have provided theories to
explain these phenomena
14AUTOMATIC vs. CONTROLLED PROCESSING
- Practice improves performance -
- Become automatic as a result of prolonged
practice - Automatic tasks can be readily and efficiently
time-shared with other more demanding tasks
15AUTOMATIC vs. CONTROLLED PROCESSING
- Current model proposed by Norman Shallice in
1986 - Fully automatic processes
- Partially automatic processes
- Controlled processes
16AUTOMATIC vs. CONTROLLED PROCESSING
- Fully automatic processes
- When the situation provides a set of retrieval
cues that matched only one schema - Controlled by schemas contained within our
long-term memory - Requires very little conscious awareness
- This process would frequently disrupt behaviour
if left entirely to its own devices.
17AUTOMATIC vs. CONTROLLED PROCESSING
- Partially automatic processes
- When two or more schemata have been activated by
incomplete or ambiguous retrieval cues or calling
conditions - Controlled by a process called contention
scheduling - An automatic conflict resolution process without
deliberate direction or conscious control - A process based on similarity-matching and
frequency-gambling mechanisms
18AUTOMATIC vs. CONTROLLED PROCESSING
- Controlled processes
- A fully conscious process
- Controlled by a higher level control mechanism
known as the supervisory attentional system (SAS) - SAS will become active when an individual
encounters danger, novelty and temptation, and
where a response selection is required - Permits flexible responding in novel situations
19MENTAL RESOURCES
- Current theories on the processes involved when
we make use of attention - The theories will be presented based on the
information-processing framework with three main
processes input (perception) processing
(cognition) output (response) and processing
modalities
20MENTAL RESOURCES
Two well accepted theories
- Multiple Resources Theory (MRT) (Wickens, 1984
and 1987) - Bottleneck Theory (Welford, 1952 Pashler, 1998)
21MULTIPLE RESOURCES STRUCTURE
22MULTIPLE RESOURCES THEORY
- Attentional resources are defined along three
dichotomous dimensions - Stage of processing perception and cognition and
response selection and execution - Perceptual modalities visual and auditory
- Processing code verbal and spatial
- Based on an expansive systematic review of the
interference patterns in the dual-task data
23STAGE OF PROCESSING
- First dimension
- Distinct separate resources between response
selection and execution AND perceptual and
working memory (cognitive activities) - Example Thinking and talking while stirring a
pot of soup
24PERCEPTUAL MODALTY
- Second dimension
- Distinction between auditory AND visual
modalities within the perception stage - Cross-modal (between modals) time-sharing is
better than intra-modal (within modal) - Due to visual scanning and confusion cost rather
than separate resources
25PROCESSING CODE
- Third dimension
- Distinct separate resources between verbal AND
spatial processing codes - The separation between verbal and spatial
processing codes can be associated with the two
cerebral hemispheres - Left for verbal
- Right for spatial
26MULTIPLE RESOURCES THEORY
- Distinction between perceptual modalities and
processing codes - Reading is a visual input, but uses verbal
processing code - Describing the content of a room is a vocal
output, but uses spatial processing code - Therefore, manual and vocal outputs can be
time-shared efficiently as long as manual
response is spatial in nature (e.g. drawing) and
vocal is a verbal one (e.g. making comments).
27APPLICATION OF MRT
- The three dichotomies must be considered together
when designing a set of tasks. - Exploiting the modality distinction (cross-modal)
alone would not mean that perfect time-sharing is
achieved. - A written text, even though employs a visual
modality, is likely to be processed by the verbal
code at the processing stage. - Writing would be a manual response exploiting a
different resource to verbal code, but vocal
response would be accessing the same processing
code.
28USEFULLNESS OF MRT
- To make predictions of human performances on
concurrent tasks and differing task patterns
based on scientific evidence - To assess whether an introduction of a particular
task is likely to affect the performance of
existing tasks
29IMPLICATIONS IN DESIGN
- Time-sharing between two tasks is optimal when
they affect separate resources - Time-sharing of tasks using the same resources
are likely to lead to increase in errors and
mental workload - It is more difficult to reallocate resources
among task components that make use of highly
dissimilar resources - Tasks to be carried out serially with a common
goal should be designed to share the same
resources - Two tasks with different goals should be designed
to access different resources
30BOTTLENECK THEORY
- Bottleneck narrowing of something
- Bottleneck theory states that resources available
for response selection stage are allocated in an
all or none fashion to one task or the other - Two independent responses cannot be selected at
the same time one or the other must be postponed
- It does not affect response execution or any
other cognitive processes
31BREAK
32S- R COMPATIBILITY
- Grouping principles
- How displays and controls should be presented to
aid mapping between them - Location compatibility
- Where controls should be located to control their
respective displays - Reflects the humans intrinsic tendency to move
or orient toward the source of stimulation - Movement compatibility
- How controls should move to control the displays
- Refers to expectancies (mental models) that users
have about how the display will respond to the
control activity - Modality compatibility
- What modalities should be used
- Population stereotype
- Mappings related to direct experience
- Consistency
33GROUPING PRINCIPLES
- Proximity Display elements that are located
close together will tend t be grouped together - Similarity Display elements that are similar in
appearance will tend to be grouped together. - Continuity Display elements which are presented
in line will tend to be grouped together. - Closure Display elements that make up a closed
figure will tend to be grouped together.
34GROUPING PRINCIPLES
35GROUPING PRINCIPLES
- Common fate Elements with a common motion
(direction or type of motion) will tend to be
grouped together. - Principle of connectedness Line drawn between
some elements but not others will cause the
connected elements to be grouped together. - Principle of common region A contour drawn
around display elements will cause those elements
to be grouped together
36GROUPING PRINCIPLES
37GROUPING PRINCIPLES
- If a task requires that information be integrated
mentally, that information should be presented in
an integral or integrated display - If a task requires that the information be kept
distinct mentally, the information should be
presented in a display with separable dimensions - If unsure about whether the displays should form
an integrated whole, err towards grouping
displays.
38LOCATION COMPATIBILITY
- Controls should be located as close to the
relevant displays as possible
39LOCATION COMPATIBILITY
- If this is not possible due to constraints such
as physical or safety, the spatial layout of
controls should be consistent with the spatial
layout of displays
X
v
40LOCATION COMPATIBILITY
- If consistency mapping is not possible, simple
rules should be available to map the set of
stimuli to the set of responses - To convey increase in quantity move from left
to right, aft to forward, clockwise and from
bottom to top
Scale display
Volume control
Light control
41LOCATION COMPATIBILITY
- Minimise information access cost as much as
possible by placing displays and controls which
are frequently used together close to each other
to reduce visual search and avoid attention
reallocation cost
Displays and controls for auto pilot are placed
close to each other
42MOVEMENT COMPATIBILITY
- The moving elements of any displays of dynamic
information should move in a spatial pattern and
direction that is compatible with the users
mental model of how the represented element moves - Linear (slide) controls should move in an axis
and direction parallel to linear display movement.
Movement of altitude display in fighter cockpit
43MOVEMENT COMPATIBILITY
- A mismatch between users expectations of the
result of an action and the actual result could
trigger a further unnecessary and possibly
disastrous control action and should be avoided
44MOVEMENT COMPATIBILITY
- The moving elements of any displays of dynamic
information should move in a spatial pattern and
direction that is compatible with the users
mental model of how the represented element
moves. - Dial displays are more compatible or congruent
with rotary controls.
45MOVEMENT COMPATIBILITY
- The closest part of the moving element of a
control should move in the same direction as the
closest part of the moving element of a display.
46MODALITY COMPATIBILITY
- Ideally a stimulus should match the sensory
feedback produced by the response. For example
- A seen letter a written response
- A heard letter a spoken response
47MODALITY COMPATIBILITY
- Tasks that use verbal working memory are served
best by auditory inputs and vocal outputs. Most
suitable only when material is short and response
is immediate. Long verbal inputs risks forgetting
48MODALITY COMPATIBILITY
- Tasks that use spatial working memory are served
best by visual inputs and manual outputs. This
should only be applied when the vocal response
does not disrupt rehearsal of the retained
information
49MODALITY COMPATIBILITY
- Many-one mapping of stimulus and response will be
less compatible than a one-to-one mapping
50POPULATION STEREOTYPE
- Global designs should take into account mappings
that are related to direct experience. For
example - Light switch Americans flick switch up to turn
lights on Europe flicks switch down to turn
lights on. - Indicator controls in cars European cars
indicator controls on left hand side, Japanese
cars indicator controls tend to be on right hand
side. - Direction of screws clockwise for tightening and
anti-clockwise for loosening (Universal) - Colour coding red for danger, yellow/amber for
caution and green for go (Universal). Other
colour use, such as blue, white and brown on
information design is not as universal.
51CONSISTENCY
- If consistency is being applied to a set of
control-display design, it should be carried out
for all of the S-R pairings. Violations of
consistency across relations may result in users
confusion as to which rule to apply.
52TRAINING
- Training can be used to formulate correct mental
models or to enhance the agreement between mental
models and the physical product dynamics - Training should not be used to mitigate for bad
designs. Extensive training of incompatible
mapping will never catch up to a compatible one.
Under stress, performance with an incompatible
mapping deteriorates further than that of a
compatible mapping
53Any Questions?
54BREAK
55PRACTICAL
- BTS ticketing machine interface and task design
- User types Novice, Occasional Expert
- Users Tourist, daily users, blind, deaf
- Objectives
- Buy a correct ticket for the right destination
56PRACTICAL
57PRACTICAL
- Task
- Design a new interface for the ticketing machine
based on knowledge and design guidelines learnt
so far to make it easier to use. - Make sure to include
- A drawing of the proposed design
- Design guidelines applied
- Justifications for the new design
- Duration 30 minutes
- 2 volunteers to give 5 minutes presentation of
their proposed design
58PRACTICAL CONSIDER
- From searching for the machine to receiving the
ticket - Appearance
- Interface design
- Sequence of task
- Ease of tasks
- Efforts required vs. value achieved
- The application of memory aid
59PRACTICAL Issues
- Appearance
- Not attention catching no clear indication that
it is a ticketing machine - Design blends in with the environment
- Look like another advertisement board
- Task sequence
- Not clear where to start
- Too many sub tasks
- Does not fit user expectations (one-stop shop,
take bank note) - Design around system convenience than user
convenience - Memory Aid
- Step 1 is not the start point of the ticket
buying process
60PRACTICAL Solutions
- Appearance
- Attention catching Clear information sign to
indicate location of Ticket Machine - Make it stand out
- Task sequence
- Reduce number of steps
- Make it a one-stop shop
- Design to take bank notes
- Design with user in mind
- Memory Aid
- Start step 1 where it should be at the map
61PRACTICAL
- Pedestrian crossing indicator
62PRACTICAL
- Pedestrian crossing indicator interface design
- Users Pedestrians and drivers
- Descriptions normal, blind, deaf, in wheelchair,
Elderly - Objectives
- Inform pedestrians of safe crossing time
- Inform pedestrians to prepare to stop
- Inform pedestrians of unsafe crossing time
- Informative to drivers
63PRACTICAL
- Task
- Design a new interface of the indicator based on
knowledge and design guidelines learnt so far. - Ensure to include
- A drawing of the proposed design
- Explanation of how it works
- Design guidelines applied
- Justifications for the new design
- Duration 30 minutes
- 2 volunteers to give 5 minutes presentation of
their proposed design