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Designing Interfaces that Help Students Think

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Title: Designing Interfaces that Help Students Think


1
Designing Interfaces that Help Students Think
Sharon Oviatt oviatt_at_incaadesigns.org
HCSNet, March 2008
2
Whats Wrong with Modern Interfaces Are We
Productively Digital Yet?
Leonardo da Vincis Codices
  • We have become highly technical, but
    computing has not permeated many
    important areas of our lives- Math education
    still hardcopy pencil paper
  • Current interfaces
  • Support mechanical tasks well, but not complex
    tasks focused problem
    solving
  • Not optimally flexible, collaborative mobile
    yet
  • Limit users expressivity- linguistic numeric
    input better supported than symbolic
    diagrammatic representations
  • Generate many interruptions, distractions
    excess cognitive load
  • How can we design new interfaces that stimulate
    thinking on paper? (like productive
    fluency in da Vincis codices)

3
Tom Friedmans Age of Interruption the
Malady of Modernity
  • Chronic multitasking continuous partial
    attention, induced by cell phones, email,
    internet, handhelds other devices
  • Is the Age of Interruption shrinking our
    attention spans, ability to think synthetically
    stay attuned to our world?
  • Tom marvels at Gilbert his rainforest guide who
  • carried no devices did not suffer from
    continuous partial attention. Just the opposite.
    He heard every chirpor crackle in the forest and
    would stop us in our tracks immediately and
    identify what birdit was. He also had incredible
    vision and never missed a spiders webHe was
    totally disconnected from the Web, but totally in
    touch with the incredible web of life around
    him.

  • -Friedman, Lima Peru,
    2006

4
Whos Designing for Gilbert the Rest of Us?
  • Whats human-centered design?
  • Modeling users natural behavior (including
    constraints on attention, learning, performance
    communication) so interfaces are more intuitive,
    easier to learn use, and freer of errors
  • Designing interfaces that minimize users
    cognitive load, so mental resources are
    available for primary tasks
    staying attuned to the world (especially when
    mobile)
  • Supporting existing work practice communication
    patterns
  • Societal Impact Substantial improvement in
    commercial viability of real-world applications
    (e.g., education)

5
Is Technology Helping to Conquer the Persistent
Achievement Gap?
  • During the past 8 years
  • Gap in WASL math achievement scores between
    white black 7th graders has increased 13
  • While gap in basic computer internet access
    between white black Americans has narrowed 6
  • Simple availability of computing hardware
    digital tools cannot alone reduce the achievement
    gap if
  • Interfaces arent equally usable accessible by
    all groups
  • Content isnt culturally relevant meaningful
  • Lower-performing students have weaker
    meta-cognitive skills, including knowledge of
    when how to use digital tools

6
Human-Centered Design Principles Directions
for Educational Interfaces
  • Promising directions for educational interfaces
    include new pen-based, tangible multimodal
    interfaces that
  • Preserve students existing work practice
    (including collaborations), rather than
    attempting to change them
  • Support students flexible communication patterns
    expressive range, including linguistic,
    numeric, symbolic diagrammatic input
  • Flexibly bridge students work needs across
    formal, informal, mobile contexts
  • Minimize extraneous interface complexity load
    associated with system distractions- which
    undermine high-level planning, integrative
    thinking problem solving

7
Theoretical FrameworksCognitive Load Theory
  • Extrinsic complexity of instructional interfaces
    compete for working memory resources
    with intrinsic complexity of main
    learning task
  • Easier to acquire new schemas if instructional
    interfaces minimize demands on students working
    memory
  • Major goal- measure minimize extrinsic
    complexity so students can devote
    mental resources fully to learning
  • Human-centered design principles can minimize
    load (Oviatt, ACM Multimedia 2006)
  • Example Multimodal UIs expand working memory
    size by distributing auditory visual
    processing across separate brain areas

8
Interface Design that Minimizes Students
Cognitive Load
  • During learning tasks, students cognitive load
    is high
  • Educational applications are excellent forcing
    function for designing low-load interfaces,
    because effective learning
    requires focus
  • Areas like mathematics (e.g., geometry) are not
    well supported by existing
    interfaces
  • Requires focus problem solving, rather than
    mechanical tasks
  • Requires expressing translating between diverse
    representational systems (linguistic, numeric,
    spatial diagrammatic) to support
    clear thinking

9
Study on Interfaces for Math Education
  • Goal Design new interfaces for mathematics that
    minimize cognitive load
    support focused problem solving
  • Participants 20 high school geometry students
  • Experienced with GUIs, interested in technology
  • Varied math skills (low-high)
  • Geometry problems completed (difficulty low-very
    high)
  • Performance using 4 interfaces compared
  • Existing hardcopy work practice (paper pencil),
    PP
  • Digital stylus paper interface (Anoto-based),
    DP
  • Pen-based PC tablet interface, PT
  • Graphical PC tablet interface (free choice
    keyboard, mouse, pen, simplified equation
    editor), GT

10
Math Education Study Methods (cont.)
  • Counterbalanced order (interfaces, problem sets)
  • Analyzed auto timings, problem correctness,
    speech think-aloud data, self-reported
    preferences, etc.
  • Assessed cognitive load as dynamic information
    processing (attention, fluency, meta-cognitive
    skills, memory, etc.)
  • Sample hypotheses
  • Interfaces that support existing work practice
    will minimize load improve geometry performance
  • Interfaces generating higher load will increase
    achievement gap between low- high-performers
    (expanding digital divide)
  • Pen-based interfaces will stimulate greater
    fluency, which aids clear thinking creative
    problem solving

11
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12
Think-Aloud Examples during Problem Solution in
Different Interface Conditions
  • Paper Pencil Example of good focus on math
    problem Catches an error and reworks
    problem solution
  • Digital Stylus Interface Example of math
    solution Comments about chunkiness
    of pen
  • Pen-Tablet Interface Examples of (1) High-level
    meta-cognitive math comments (2) Low-level
    localized math comments (3) Interface comments
    about lasso symbol
  • GUI-Tablet Interface Start out on problem, but
    many interface distractions intervene before they
    return to math problem err on it

13
Task Completion Time Attentional Distractions
Increase in Tablet Interfaces, Compared with
Paper Ones
Distracted attention based on frequency of
interface comments during think-aloud
Time to complete math problems
14
As Interface Distractions Increase,
Meta-Cognitive Control Drops in Graphical Tablet
Interface,with Sharper Decline in Low-Performing
Students
Decline in high-level self-reflective math
comments
Decline in advance diagramming when planning
problem solutions
15
Ability to Solve Problems Correctly Remember
Content Deteriorates only in Low-Performing
Students when using Tablet Interfaces,
especially in Graphical Tablet UI
Low performers made more math errors in
graphical tablet UI
Low performers forgot more math content in
tablet UIs
16
Performance-Preference ParadoxMeta-Cognitive
Skills in Low and High Performers
Low performers who made more errors with tablet
interfaces nonetheless preferred them, while
high performers preferred paper interfaces
Percent problems correct
Reported preference
17
Overall Fluency (Words, Digits, Symbols
Diagrams) for High- vs. Low-Performing
Students Using Different Interfaces
18
Typical Self-Report Responses for Different
Interface Conditions
  • Paper pencil
  • If I had to focus and do my best, Id use paper
    and pencil.
  • Im most used to it, and it was easiest, most
    efficient, and accurate.
  • Digital stylus
  • I stayed focused, just like paper and pencil.
  • It was closer to my normal process, so I was not
    distracted.
  • Id like it better if it was less chunky a
    digital pencil I could erase.
  • Pen tablet
  • It was cool. I loved using the pen. I could
    draw, erase, undo, and change things easily.
  • It was distracting because it was so fascinating
    to play with.
  • My writing looked funnier. It was hard to write
    nicely.

19
Typical Self-Report Responses for Different
Interface Conditions
  • GUI tablet
  • Sometimes clicking and choosing the right symbol
    was confusing and distracting. When I used it, I
    was focusing on the computer, not the problem.
  • It was not that helpful at solving problems.
    Okay for input though.
  • It was just faster to write.

20
Conclusions
  • Performance best with interfaces more similar to
    existing work practice (DP gt PT gt GT)
  • Digital paper interface (DP) best supported
    students performance (especially speed,
    correctness, attention memory)
  • Pen-based interfaces (DP, PT) supported
    expressive fluency, meta-cognition correctness
    better than graphical ones (GT)
  • Low-performing students experienced more
    cognitive load than high performers on same
    interfaces and tasks (drop in
    correctness, memory meta-cognition)
  • Low-performers did not benefit equally from new
    digital tools
  • Cognitive Load Theory provided powerful framework
    for predicting rank-ordered performance by
    interface type

21
Implications Future Directions
  • Digital divide only is conquered when everyone
    can use new interfaces effectively to
    advance their performance
  • Both cognitive load digital divide issues will
    require special attention in future educational
    interface design
  • Further work now on
  • Longitudinal tracking of interface use over time
  • Other domains (e.g., science)
  • Digital stylus paper interface design
  • Situated classroom testing (e.g., impact on
    learning, generalization social/organizational
    issues)
  • Mobile collaborative usage patterns
  • Diverse student populations (disabled, First
    Nations)

22
Other Recent ProjectsCollaborative Peer
Tutoring withFlexible Digital Paper Pen Tools
23
Other Recent ProjectsI SEE- Immersive Science
Education For Elementary Kids
Children spontaneously asked 100-300 questions
during 1-hour session while conversing
directly with digital fish during
information-seeking dialogues about marine
science
24
Video of Michelle (9 yrs), who asked over 300
questions during 1-hour session
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