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Things That Make Us Smart

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An environment that facilitates the activity and minimizes distractions ... in the activity (can be disrupted ... Should provide lots of sensory stimulation ... – PowerPoint PPT presentation

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Title: Things That Make Us Smart


1
Things That Make Us Smart
  • Course Notes
  • Kathryn Summers
  • 2005

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

3
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)

4
Normans law
  • Technology should complement human abilities
  • Compensate for weaknesses
  • Enhance strengths
  • Technology should not expect humans to behave
    like machines
  • Humans are distractible, emotional, and prone to
    error

5
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

6
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)

7
Observational learning
  • Attentionidentify relevant info, pay attention
  • Encodingprocessing the info
  • Retentionstorage and retrieval
  • Emissiondoing the behavior yourself

8
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)

9
Experiential learning
  • Effective experiential learning or work shares
    many characteristics with successful gamesthey
    involve built in
  • Constant goals
  • Constant feedback (including rewards)
  • Rules and a continual feeling of challenges (not
    too hard, not too easy)
  • An environment that facilitates the activity and
    minimizes distractions
  • These things encourage you to become involved, to
    concentratethey foster flow

10
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)

11
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

12
  • 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

13
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 can mean 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

14
Representational system
  • Represented worldwhat is represented
  • Representing worldthe set of symbols used to
    represent things

15
Information display
  • Find the relevant information
  • Process info to generate the desired conclusion
  • Information display solutions need to support
    the needs of all interested parties (e.g.,
    prescriptionsdoctors, nurses, pharmacists,
    patients see matrix solution on pg 65)

16
Additive or substitutive
  • Additive representations (tally marks, intensity)
  • Substitutive representations (arabic numerals,
    hue)
  • Examplebudgeting program for LD users

17
Learning how to use artifacts
  • In the past, pieces of artifacts were generally
    physically visible smart folks could figure it
    out by lookingsurface artifacts
  • 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)

18
Normans Principles
  • Naturalness principleexperiential cognition
    benefits when properties of the representation
    match the properties of the thing being
    represented
  • Good mappingsthe relationship between the format
    of the representation and the thing being
    represented is clear to users
  • Perceptual principleperceptual/spatial
    representations are more natural and are easier
    to process than non-perceptual/non-spatial
    representations (but only if the mapping is
    natural)

19
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

20
External cognition
  • Reduce memory load
  • Reduce computation
  • Increase access to information
  • Mark changes (annotation)
  • Reorganize things
  • Facilitate collaboration

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
Cognition through stories
  • We use stories to explain things to ourselves and
    others
  • Stories include information, context, and emotion
  • Stories organize information and play a crucial
    role in memory

23
Misc. points
  • We interpret artifacts based on their
    affordances, mappings, and constraints
  • We remember stories we invent stories
  • We see patterns/connections and attribute causes
  • We cooperate and communicate
  • Grudins lawtechnology will fail or be subverted
    when those who benefit are not those who do the
    work
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