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Things That Make Us Smart Cognitive Artifacts

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Add forcing functions (where necessary for safety avoid annoying users) ... Pacing is fixed, forced. Topics, time, place fixed. Participants between ages of 6-20 ... – PowerPoint PPT presentation

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Title: Things That Make Us Smart Cognitive Artifacts


1
Things That Make Us Smart Cognitive Artifacts
  • Course Notes
  • Kathryn Summers
  • 2009

2
Technology
  • Cognitive artifacts can extend human cognitive
    power in these ways
  • Reduce memory load
  • Increase access to information
  • Facilitate collaboration/communication
  • Cognition??cognitive artifacts

3
Technology facilitating tasks
  • Provide mental aids, reduce demands on knowledge
    in the head
  • Use technology to make things more visible and to
    provide better feedback
  • Use technology to automate the task, so the user
    doesnt have to do it
  • Use technology to change the nature of the task,
    to make it easier

4
Cognitive artifacts--Changing the task
  • Personal point of viewchanges the task
  • Writing changes task from memory to
    writing/keeping track of/reading
  • System point of viewpersonartifact is smarter
    than either one alone

5
Technology disadvantages
  • Can make us LESS smart
  • Can reinforce power disparities, economic
    disparities, even informational disparities (the
    digital divide)
  • Can force us to behave like machines (science
    finds, industry applies, man conforms)

6
Normans law
  • Technology should complement human abilities
  • Compensate for weaknesses
  • Enhance strengths
  • Grudins lawtechnology will fail or be subverted
    when those who benefit are not those who do the
    work

7
Balancing design priorities
  • User goals and desires
  • What do users need to do
  • What do users want to do
  • Branding goals, business goals
  • Technological constraints, cost constraints,
    physical manufacturing constraints

8
Why designers are not users
  • Designers are experts about the system
  • When they use the system, they mostly work from
    knowledge in the head
  • Users are experts about the task
  • Beginning users have to work from knowledge in
    the world to use the system
  • Not all users are alike (physically, culturally,
    educationally, etc.)

9
Natural or evolutionary design
  • Each design is studied
  • Incremental changes made
  • Changes evaluated
  • New incremental changes made
  • Drawbacksits slow, and requires flexibility,
    attention, and commitment

10
The design process (from Donald Norman)
Designers mental model
Users mental model
Translate mental model into design decisions
Interpret perception
Perceive system image
Build system image
System image
11
What to make visible (or audible)
  • What can be manipulated? What kind of
    manipulation is possible?
  • What is currently happening?
  • What options are available?
  • What are the results of the users action
    (feedback)?

12
Memory (knowledge in head)
  • Arbitrary memorylimited to 5-7 things at most
  • Memory for meaningful relationshipsfruit of good
    mappings
  • Memory through explanationfruit of a good mental
    model

13
Knowledge in world
  • Serves as its own reminderthe signal, and the
    message
  • Ben Shneidermandirect manipulation interfaces

14
Using constraints
  • Physical constraints (only five spaces for zip)
  • Semantic constraints (rider needs to see)
  • Cultural constraints (words go right to left)
  • Logical constraints (one piece left)

15
Representation
  • Abstraction/ representation enable cognition by
    removing perceptions/experiences from some of
    their details and allowing them to be manipulated
  • A good representation captures essential elements
    and leaves out the rest a misleading
    representation can lead to faulty thinking,
    faulty conclusions
  • Which features are relevant depends on the task
    and the goal.
  • We value what we can represent. Things not
    represented get forgotten or diminished.
  • Solving a problem means representing it so that
    the solution is obvious. A good representation
    may turn a (hard) reflective task into an (easy)
    experiential taske.g., tic-tac-toe

16
Information display
  • Find the relevant information
  • Process the information to generate the desired
    conclusion
  • Information display solutions need to support
    the needs of all interested parties (e.g.,
    prescriptionsshould meet the needs of doctors,
    nurses, pharmacists, patients see matrix
    solution on pg 65)

17
Additive or substitutive
  • Additive representations (tally marks, intensity)
  • Substitutive representations (arabic numerals,
    hue)
  • Examplebudgeting program for LD users

18
Error prevention
  • Use natural and artificial constraints. Add
    forcing functions (where necessary for
    safetyavoid annoying users)
  • Make options and results visibleprovide
    information in the world, reduce reliance on
    memory, or knowledge in the head
  • Keep decision structure for key tasks either
    shallow or narrow
  • Think of errors as attempts to do the task
    require less accuracy

19
Error recovery
  • Minimize consequences for error
  • Make actions reversible
  • Make errors easy to discover
  • Be polite

20
Learning how to use artifacts
  • In the past, pieces of artifacts were generally
    physically visible smart folks could figure it
    out by lookingsurface artifacts
  • We interpret artifacts based on their
    affordances, mappings, and constraints
  • Now the relationships between controls,
    indicators, and system state are arbitrary and
    can be invisible (ergo, good design makes things
    visible)internal artifacts, in need of an
    interface
  • (for examplepeople are internal artifacts)

21
Cognitive artifactslides for presentation
  • Shared workspacewe can all see/analyze the
    points at the same time, we are all free to add
    new insights (communication, collaboration)
  • External memoryincreasing memory permanence and
    memory quantity
  • Spatial layout of slidesallows perceptual
    processing, helps point out relationships between
    ideas
  • Multiple delivery modesallows people to focus on
    what they see OR on what they hear (may support
    individual learning styles)

22
A good system image will . . .
  • Encourage users to explore a system and enable
    them to form a good mental model by
  • Making things visible, including options and
    feedback
  • preventing errors or making them easily
    recoverable
  • The result is users who can use the system
    effectively, and who will probably enjoy their
    experience.

23
Thinking about learning cognition
24
Two kinds of cognition
  • Experiential
  • We perceive events and react efficiently and
    effortlessly
  • The mode of expert behavior and flow
  • Typically involves active participation
  • Reflective
  • We compare, analyze, and make decisions.
  • The mode of new ideas and novel responses

25
Learning and cognition
  • Learninga relatively permanent change in
    behavior potential due to practice or experience
  • Cognitionthe processes by which sensory input is
    transformed, reduced, elaborated, stored,
    recovered, used (Ulric Neisser, 1967)

26
Observational learning
  • Attentionidentify relevant info, pay attention
  • Encodingprocessing the info
  • Retentionstorage and retrieval
  • Emissiondoing the behavior yourself

27
Multimedia and learning
  • Norman worries that multimedia environments lean
    naturally towards experiential cognition,
    interfering with reflection.
  • Multimedia environments are likely to involve
    event-driven processing or pattern-driven
    processing (recognition rather than analysis)

28
Experiential vs. Reflective tools
  • Experiential cognitive toolsallow us to
    experience and act on the world (telescopes)
  • Should provide lots of sensory stimulation
  • Should NOT require reflection, analysis, or
    problem-solving to use
  • Reflective cognitive toolsallow us to modify and
    act on representations
  • Should support comparison, exploration,
    problem-solving
  • Should not overwhelm the attention or restrict
    attention to a tiny piece of the information

29
Cognitive Processes in Learning
  • Accretionaccumulation of facts
  • Tuningpractice
  • (5000 hrs, 2 full-time yrs to become an expert)
  • Restructuringreflectively forming the right
    conceptual structure, changing how you understand
    the activity
  • Flowabsolute absorption in the activity (can be
    disrupted by the tool)

30
  • Informal learning
  • Unstructured
  • Group activity
  • Goal is motivated
  • Fun
  • No interruptions
  • Frequent flow experiences
  • Self-pacing
  • Topics, time, place are freely chosen
  • Participants can be any age
  • School learning
  • Structured
  • Individual activity
  • Goal not motivated
  • Fun not relevant
  • Interruptions
  • No flow experiences
  • Pacing is fixed, forced
  • Topics, time, place fixed
  • Participants between ages of 6-20
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