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Cognetics and the Locus of Attention

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Title: Cognetics and the Locus of Attention


1
Cognetics and the Locus of Attention
  • The Humane Interface, Jef Raskin
  • Presented by Dana L.Cobb

2
Human Performance Factors
  • Are independent of a users age, gender, cultural
    background, or level of expertise
  • Are are directly applicable to the foundations of
    any interface design
  • Include such factors as ergonomics, cognetics,
    conscious/unconscious thought, locus of
    attention, habits, automatic tasks, absorption
    and the resumption of interrupted work

3
  • Design a human-machine interface in accord with
    the abilities and foibles of humankind, and you
    will help the user not only get the job done but
    also be a happier, more productive person.
  • Page 9-10

4
Ergonomics
  • Ergonomics - The applied science of equipment
    design, as for the workplace, intended to
    maximize productivity by reducing operator
    fatigue and discomfort
  • How does this apply to interface design?
  • We must master an ergonomics of the mind if we
    want to design interfaces that are likely to work
    well.

5
Cognetics
  • Cognetics - The study of the applicable,
    engineering scope of our mental abilities
  • How does this affect interface design?
  • Much of the difficulty users encounter with
    computers and related devices is due to poor
    interface design

6
Conscious and Unconscious
  • Conscious - Having an awareness of ones
    environment and ones own existence, sensations
    and thoughts
  • Unconscious - Mental processes of which you are
    not aware at the time they occur information
    that is not being accessed but that can be
    recovered on demand

7
Conscious and Unconscious
  • How does this apply to interface design?
  • Acknowledging these two distinct sets of limited
    mental abilities and understanding how they work
    in relation to human-machine interfaces is
    essential to designing interfaces
  • Designers must also recognize that a stimulus is
    used to trigger the migration of an item of
    information from the unconscious to the conscious

8
Properties of the Cognitive Conscious and the
Cognitive Unconscious
9
Focus versus Locus
  • Focus - To direct toward a particular point or
    purpose (e.g. the object on a computer screen
    that is currently selected)
  • Locus - A place, or site

10
Locus of Attention
  • Locus of Attention - A feature or an object in
    the physical world or an idea about which you are
    intently and actively thinking (e.g. the one
    object, feature, memory, thought or concept upon
    which you are concentrating)
  • Howevereach person sees and hears much more than
    just the locus of his or her attention

11
Locus of Attention
  • How does this apply to interface design?
  • Designers must be cognizant of the users locus
    of attention as well as their direct perceptions
  • Direct perceptions decay rapidly and do not
    automatically become memories
  • Designers would be advised to only use messages
    when the user can make immediate use of the
    message, or when the message will remain
    displayed until it is no longer needed

12
Habits
  • Habit - A recurrent, often unconscious pattern of
    behavior that is acquired through frequent
    repetition
  • Habits can become so strong as to reach a point
    of total loss of conscious control
  • Habits CANNOT be undone by any single act of
    willpower

13
Habits
  • How does this apply to interface design?
  • Persistent use of any interface will cause the
    user to develop habits
  • Interfaces must be designed in such a way that
    they do not allow the users development of
    habits to cause problems
  • Designers must be cognizant of the helpful and
    injurious properties of habit formation

14
Habits
  • To Do
  • Deliberately take advantage of the human trait of
    habit development
  • Allow users to develop habits that smooth the
    flow of the work
  • To Avoid
  • Many options to accomplish the same task
  • Two or more heavily used applications that differ
    in only a handful of often-used details

15
Simultaneous Tasks
  • Tasks performed simultaneously may include
  • One primary task that is NOT automatic which
    requires your locus of control
  • One or more tasks that are automatic
  • If two tasks are being performed, neither of
    which is automatic, performance on both tasks
    will degrade (referred to as interference)

16
Simultaneous Tasks
  • How does this apply to interface design?
  • Designers must recognize and account for the
    inevitability of habit formation
  • Safety measures may be rendered useless by
    habituation
  • Key idea any confirmation step that elicits a
    fixed response soon becomes useless

17
Absorption
  • Users have only one locus of attention a user
    cannot attend to multiple simultaneous stimuli
  • When a users locus of attention shifts, it is
    because he has lost the old and acquired the new
    (there cannot be two)
  • An intense focus will require a greater stimulus
    to affect a change

18
Absorption
  • How does this apply to interface design?
  • The goal of interface design is to leave the task
    as the locus of the users attention
  • Systems should be designed to allow users to
    concentrate on their jobs
  • Interfaces should be designed to work, regardless
    of the users state of absorption
  • Make sure that users cannot make interface
    operation errors

19
Exploitation of Absorption
  • When a users attention is fixed, changes can be
    made elsewhere in the system without distracting
    the user
  • Interfaces can be carefully designed to mask
    tasks occurring in the background
  • Example, Canon Cat

20
Interrupted Work
  • The resumption of interrupted work may
  • Be uninhibited if the interruption lasts only a
    few seconds (within the decay time of short-term
    memory), or
  • Need a trigger to prompt the resumption if the
    delay was significant

21
Interrupted Work
  • How does this apply to interface design?
  • Designs are optimal when they return a user to
    the point where he or she left off
  • Return user to the last web page viewed, rather
    than the home page
  • Return user to the place in a document where he
    or she was last working when it was closed or
    saved, rather than the uppermost left corner
  • Computers already have the necessary hardware to
    accomplish this

22
Questions/Discussion
  • What do you think is a more important
    consideration in interface design, conscious or
    unconscious thought?
  • Why do applications continue to use delete
    confirmation when acceptance of the confirmation
    has become so routine (and thus risky? What
    would be better?
  • Why arent applications like Word designed to
    open at the point where you left off?
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