COM 3210, Week 6 - PowerPoint PPT Presentation

About This Presentation
Title:

COM 3210, Week 6

Description:

COM 3210, Week 6 Making sense from prior experience – PowerPoint PPT presentation

Number of Views:89
Avg rating:3.0/5.0
Slides: 32
Provided by: elk123
Learn more at: http://web.cecs.pdx.edu
Category:
Tags: com | birds | harmful | week | wild

less

Transcript and Presenter's Notes

Title: COM 3210, Week 6


1
COM 3210, Week 6
  • Making sense from prior experience

2
Topics
  • Types of reasoning that users engage in
  • Learning theories
  • Learning models
  • Conclusions for interface design

3
1. Reasoning
  • Two types of reasoning
  • Based on analogies
  • Based on metaphors

4
Analogy and Metaphor
  • An analogy provides an explicit, isomorphic
    mapping between objects of two domains
  • A metaphor is a looser connection that draws on
    similarities, but also includes dissimilarities.

5
Examples
  • Killing a tumor is like a generals army
    attacking a fortress surrounded by mines
  • Your PCs operating systems works like a desktop
  • whether something is an analogy or a metaphor
    also depends on the scope of the comparison

6
Computing metaphors
  • No chance for real analogies in computing
  • computing metaphors use real world objects in a
    computing environment
  • they provide an intuitive understanding of the
    computing object and initiate a process of active
    learning
  • computer metaphors are indispensable as
    overarching design strategies, but choose
    carefully

7
The desktop metaphor
  • Pictures of trash can Macintosh

8
The desktop metaphor
  • The use of the trash can to eject a disk was
    present form the very beginning of the Macintosh
    interface. The original Mac had not hard
    disk. Because most users typically would
    switch back and forth between several diskettes
    during a session, it was deemed appropriate for
    the Mac to keep a memory image of the list of
    files of the various disks, regardless whether or
    not the diskette was actually inserted in the
    drive. Often, during the course of a session,
    the user would finish using a particular
    diskette, To reclaim vluable space, the now
    unwanted list of files represented by the
    grayed-out icon could be thrown away by dragging
    it into the trash Tom Erickson, Apple

9
2. Learning Theories
  • Major groups
  • behaviorist theories
  • constructivist theories

10
Behaviorist theories
  • Learning as changes of observable external
    behavior
  • Stimulus - response, selective reinforcement
  • habits
  • Prominent Behaviorist Skinner
  • Learning as a reactive process

11
Constructivist theories
  • Learning as constructing meaning in ones mind
  • building of conceptual structures through
    reflection and abstraction
  • not directly observable
  • requires self regulation
  • learning as an active process
  • Piaget, Gestalt

12
Constructivist approaches
  • Perception
  • Organization
  • Decision making
  • Problem solving
  • Attention
  • Memory

13
3. Some practical learning models
  • concept formation
  • learning by exploration
  • learning by explanation
  • learning by imitation
  • learning by chunking
  • proceduralization

14
Concept formation
  • Common response to a class of stimuli
  • discrimination of distinctive features of objects
  • conjunctive Car - 4 wheels and engine
  • disjunctive meazels - one or several of the
    following symptoms
  • relational rectangle - four sided object with
    the two opposite sides of the same length

15
Concept formation
  • Users acquire new concepts and refine them
  • e.g. Children learn about dogs and cats
  • first concept animals have four legs (humans
    have two)
  • refinement birds are animals and have only two
    legs.

16
Concept formation
  • What kind of concept does a computer user need to
    learn?
  • How can designers support concept formation

17
Learning by experimentation
  • Learning as an active process
  • exploration and experimentation Learning by
    doing
  • experiential learning theory (Gibbs 1988)

Concrete experience
Reflective observation
Active experimentation
Abstract conceptualization
18
Learning by experimentation
  • How can designers facilitate this kind of
    learning?
  • Restricted functionality at first
  • training wheels
  • feedback
  • safety nets
  • undo

19
Explanation-based learning
  • general ideas and supporting facts such that the
    learning can see the relationship between them
  • e.g. lectures
  • mental models
  • What are sources of explanation for computer
    users?
  • What makes a good explanation?

20
Minimalist instruction
  • people rather learn by experimentation than by
    explanation
  • explanation i.e. instruction should support that
  • instruction should be as little as possible, but
    as much as necessary

21
Minimalist instruction
  • Focus on real world activities of the task domain
  • Choose an action oriented approach (how to do
    things)
  • emphasize error recognition and recovery
  • eliminate repetitions, summaries, reviews, and
    exercises

22
Learning by imitation
  • Piaget three types of human adaptation
  • Play assimilating objects to predetermined
    activities regardless of the objects attributes,
    e.g. using chair as horse
  • Simple Imitation change behavior to be something
    else, e.g. using mams lipstick, but also dance
    lessons

23
Intelligent Adaptation
  • Assimilating aspects of the environment to the
    cognitive structure and
  • accommodating cognitive structures to the
    environment
  • guided by structures and resulting in changed
    structures
  • e.g. apprenticeship (crafts), pilot-training,
    nurse training, learning to drive a car

24
Immitation and intelligent adaptation
  • Learning to do things skills
  • can start as imitation and may move on to
    intelligent adaptation
  • How can this be exploited in interface design?
  • How can a designer support this type of learning?

25
Learning by chunking
  • Forming general rules from specific instances
  • declarative chunking e.g. grouping digits of a
    phone number.
  • Procedural chunking grouping several actions
    into a new action, e.g. drag and drop

26
Proceduralization
  • From declarative to procedural knowledge
  • from facts to how-to-do knowledge
  • from knowing everything about typewriters to
    learning how to type
  • from knowing everything about windows to learning
    how to use it
  • Consistency is important, but can be harmful or
    annoying

27
Exercise answer the following questions
  • What is the tree that grows from an acorn?
  • What is the black cover garment that one wraps
    around one self?
  • What sound does a frog make?
  • knock knock stories are a kind of
  • Whats the term to say youve got no money?
  • Whats the clear part of an egg?

28
Habit intrusion
  • Users tend to behave in habitual ways
  • even if it is not appropriate
  • How can designers incorporate habitual behaviour?

29
4. Design principles for learnability (Dix)
  • Predictability - help users predict future
    actions
  • Synthesizability - help user asses effects of
    past action
  • Familiarity - help users to apply past knowledge
  • Generalizeability - help users to extend
    knowledge
  • Consistency - similar behavior in similar
    situations

30
Summary week 6
  • Reasoning by analogy and by metaphor
  • Models of learning
  • concept formation
  • experimentation
  • explanation
  • imitation and intelligent adaptation
  • chunking
  • proceduralization

31
Further reading
  • Preece, J. et al. (1994) Human Computer
    Interaction
  • Eberts, R. (1994) User Interface Design
  • Dix et al. (1998) Human Computer Interaction
  • Carroll, J. (1990) The Nurnberg Funnel MIT Press
  • Carroll, J. (1998) Minimalism Beyond the
    Nurnberg Funnel MIT Press
  • Huthicns, E. (1995) Cognition in the Wild. MIT
    Press
  • Gibbs, G. (1988) Learning by Doing
Write a Comment
User Comments (0)
About PowerShow.com