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Understanding Users: Applying Cognitive Psychology to Interaction Design

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Title: Understanding Users: Applying Cognitive Psychology to Interaction Design


1
Understanding Users Applying Cognitive
Psychology to Interaction Design
  • CDMM06 Lecture 3

2
Learning Outcomes
  • The role of Cognitive psychology in interactive
    systems design
  • The importance of cognitive processes of
    Attention, Perception, Memory and Mental Models
    to the design of interactive systems
  • Criticisms of the cognitive approach

3
What is Cognitive Psychology?
  • Branch of psychology that deals with the
    theories, models and experimental investigations
    of mental phenomena.
  • High level and low level processes
  • Memory
  • Perception
  • Attention

4
How can it be used in design?
  • An understanding of users cognitive
    limitations/abilities can
  • Inform the design of technologies that Extend
    what people can do and
  • Mitigate for their weaknesses

5
Normans Two fold Classification
  • Experiential
  • Active and reactive
  • Reading an article
  • Driving a car
  • Having a conversation
  • Giving a lecture
  • Reflective
  • Creative
  • Thinking
  • Comparing alternatives
  • Decision making
  • Writing a lecture

Norman (1993) Things that make us Smart
6
Cognitive Psychology Topics
  • Attention
  • Perception
  • Memory
  • Learning
  • Reading
  • Problem Solving

Revising for CDMM06 TCT
7
Memory
  • At a base level memory involves the recall
    different types of knowledge that allows us to
    act in the world.
  • Long term memory
  • Working memory
  • Spatial memory
  • Physical memory

8
Memory
  • Long term memory
  • Stores all the knowledge we have gained about the
    world as concepts, facts and episodes
  • Working memory
  • Workspace for conscious thought.
  • Both under Implicit and Explicit Control
  • Recognition is easier than recall

9
Working Memory
OK, left on 4th, right on 9th, through 5th Ave,
left on 12th, right on 21st, end of Lonely Street.
How do I get to Heart Break Hotel?
Working memory - memorize directions while
driving your car.
10
Working Memory Issues
  • Has a limited capacity - Miller (1956)
  • Magic Number 7 ( or - 2) items or chunks
  • Only one thought can be followed at a time
  • Consequence Cognitive Overload

11
How has this been Applied?
How has this been Misapplied?
  • Have only 7 options on a menu
  • Display only 7 icons on a menu bar
  • Never have more than 7 bullets in a list
  • Place only 7 tabs at the top of a website
  • Place only 7 items on a pull-down menu

12
Spatial Memory
  • Spatial Memory
  • Mandler 1977, have shown that people encode the
    spatial location of objects in addition to object
    name and specific characteristics.
  • This encoding appears to be effortless and to
    occur implicitly.

13
Application of Spatial Memory
  • Do not reposition navigation bars from one page
    to the next
  • Do not re-order the buttons on a web page

14
Focused Application
Robertson, Czerwinski and Larson (2000) designed
a system for the management of bookmarks called
Data Mountain.
Users memory for the location of those pages on
the plane offered reliable advantages over
standard bookmark interface.
15
Episodic Memory
  • Events are the basic unit of storage, and the
    temporal relationships between them is the basis
    of their organisation in memory, and they way
    they may be retrieved. (Tulving 1983)
  • Retrieval cues for episodic memory must relate to
    the time and place at which the memory occurred.

16
Applications ofEpisodic Memory
  • Bookmarks (Abrams, et al, 1998)
  • Organised as a chronological list of episodes
    that provides information about what users have
    been doing over a number of browsing sessions.
  • Image Browsing (Winograd, et al 2002)
  • Organising images for browsing by the events at
    which they were taken

17
Memory General Design Implications
  • Do not overload the users memory by requiring
    them to remember complicated procedures
  • Design interfaces that promote recognition via
    use of menus, icons and consistency in object
    placement
  • Remember to Chunk information

18
Attention
  • Focusing mental resources on a task or object
  • Visual
  • Auditory
  • Failures in attention are often cited as the main
    cause of accidents.
  • Reduces through practice
  • Attention shifts can be overt intentional and
    covert- unintentional
  • Attention process is mediated by
  • Goal Clarity
  • Information salience

19
Perception
  • How information is acquired from the environment
    through sense organs and transformed into
    meaningful information
  • Variety of low level processes
  • High level processed of Perceptual Organisation

20
Perception Design Implications
  • Icons and buttons should enable users to
    distinguish their meaning easily
  • Text should be legible and distinguishable from
    the background
  • Sounds should be audible and distinguishable

21
Gestalt Psychology
  • Laws of Perceptual Organization
  • Describe the way in which people tend to group
    objects together.
  • Has direct implications for page layout.

22
Similarity
x o x o x o x o x o x o x o x o x o x o x o x o
x x x x x x x x x x x x x x x x x x x x x x x x
23
Proximity
24
Getting Proximity Wrong!
25
(No Transcript)
26
Good Continuation
27
Continuation in Design
28
Familiarity
29
Gestalt Used
30
Gestalt gone wrong
31
Implications
  • People may
  • Assume that items that look alike to the same
    thing. e.g blue text might be assumed to be
    links.
  • Assume that items that are positioned close
    together are related separate regions out.
  • May not follow sharp edges or jagged positioning
    of items
  • Look for familiar items

32
General Implications
  • Important to consider what people can do and how
    they will perceptually organise your site.
  • WHY?
  • Because they will engage in this process
    unconsciously. Whether you like it or not!

33
Examples in Design
  • Colin Ware et al (2000)
  • Interested in developing a usable 3D graphical
    data visualisation which enabled users to
    interact with 3D stereoscopically displays.
  • Notoriously difficult application area.
  • Approached the problem by studying the perceptual
    factors involved in stereoscopic depth perception
  • Acknowledging that individuals would vary in
    terms of the development of these perceptual
    skills.
  • The resultant interface accommodated for common
    perceptual problems
  • Received highly favourable results in usability
    tests.

34
The Experimental Method
  • Primary application user testing
  • Research Evaluations
  • Experiments work best in a controlled environment
  • Extraneous variables
  • Confounding variables

35
Criticisms of the Cognitive Approach
  • Physical and social contexts of people are
    important.
  • Are usually directed at single user interaction
  • Ignores emotional responses

36
Summary
  • There is a focus on the individual
  • Cognitive factors are interdependent
  • Individuals differ in the extent to which they
    possess different cognitive abilities

37
Suggested Reading
  • Norman D (1988) The psychology of everyday things
  • All HCI texts have a chapter on Cognitive
    Psychology
  • Key Paper Czerwinski and Larson Cognition and
    the web (link on module website)
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