KP24302 Interaction Design Lecture 3 PDF
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This lecture covers fundamental aspects of interaction design, focusing on the cognitive factors influencing user experience. It delves into topics such as understanding user cognition, different types of cognitive processes, and the effects of multitasking and memory on interface design.
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KP24302 INTERACTION DESIGN 4. UNDERSTANDING USER -COGNITIVE ASPECT- ▪ What is cognition? ▪ Why it is important to understand in HCI ▪ Describe how cognition has been applied to interaction design Overview ▪ Explain w...
KP24302 INTERACTION DESIGN 4. UNDERSTANDING USER -COGNITIVE ASPECT- ▪ What is cognition? ▪ Why it is important to understand in HCI ▪ Describe how cognition has been applied to interaction design Overview ▪ Explain what are mental models and how to elicit them ▪ Cover relevant theories of cognition ▪ Thinking, remembering, learning, daydreaming, decision-making, seeing, reading, talking, writing… What is ▪ Ways of classifying cognition at a cognition? higher level: ▪ Experiential vs. reflective cognition (Norman, 1993) ▪ Fast vs slow thinking (Kahneman, 2011) ▪2+2= ▪ 21 × 29 = ▪ What color eyes do you have? Which involves fast ▪ How many colors are there in the rainbow? vs slow ▪ How many months in the year have 31 thinking? days? ▪ What is the name of the first school you attended? ▪ Provides knowledge about what users can and cannot be expected to do How can ▪ Identifies and explains the nature and causes of problems that users understanding encounter cognition help? ▪ Provides theories, modeling tools, guidance, and methods that can lead to the design of better interactive products ▪ Attention ▪ Perception ▪ Memory Cognitive processes ▪ Learning ▪ Reading, speaking and listening ▪ Problem-solving, planning, reasoning and decision-making ▪ Selecting things on which to concentrate at a point in time from the mass of stimuli around us ▪ Allows us to focus on information that is relevant to what we are doing ▪ Involves audio and/or visual senses ▪ Focused and divided attention ▪ Enables us to be selective in terms of the Attention mass of competing stimuli, but limits our ability to keep track of all events ▪ Design recommendation ▪ Information at the interface should be structured to capture users’ attention, for example, use perceptual boundaries (windows), color, reverse video, sound, and flashing lights Activity: Find the price for a double room at the Quality Inn in Pennsylvania Activity: Find the price of a double room at the Holiday Inn in Columbia ▪ Tullis (1987) found that the two screens produced quite different results ▪ 1st screen: Took an average of 5.5 seconds to search ▪ 2nd screen: Took 3.2 seconds to search ▪ Why, since both displays have the same density of Activity information (31percent)? ▪ Spacing ▪ In the 1st screen, the information is bunched up together, making it hard to search ▪ In the 2nd screen, the characters are grouped into vertical categories of information making it easier ▪ Is it possible to perform multiple tasks without one or more of them being detrimentally affected? ▪ Multitasking can cause people to lose their train of thought, make errors, and need to start over Multitasking ▪ Ophir et al. (2009) compared heavy vs light and multitaskers attention ▪ Heavy multitaskers were more prone to being distracted than those who infrequently multitask ▪ Heavy multitaskers are easily distracted and find it difficult to filter irrelevant information ▪ Lotteridge et al. (2015) conducted another study involving writing an essay under two conditions: relevant or irrelevant information ▪ Heavy multitaskers were easily Multitasking distracted but able to put this to good experiment use if the distracting sources were relevant to the task in hand ▪ Irrelevant information was found to impact task performance negatively It is increasingly common for workers to multitask For example, hospital workers have to attend to multiple screens in an Multitasking operating room that provide new kinds of real-time information at work This requires clinician’s constant attention to check if any data is unusual or anomalous Need to develop new attention and scanning strategies Is it OK to use a phone when driving? Driving is very demanding Drivers are prone to being distracted There is a significant chance of causing accidents Drivers’ reaction times are longer to external events when talking on the phone in a car (Caird et al., 2018) Drivers using their phones rely more on their expectations about what is likely to happen next as conducting a conversation No! takes up their attention Response time is slower to unexpected events (Briggs et al., 2018) Drivers often try to imagine what the other person’s face is like− the person to whom they are speaking ▪ Doing so competes with the processing resources needed to enable them to notice and react to what is in front of them ▪ No, as same type of cognitive processing is happening when talking ▪ The same thing happens when talking with front seat passenger ▪ But both can stop in mid-sentence if a hazard is spotted allowing the driver to Are hands-free switch immediately to the road phones safer to ▪ So, it’s less dangerous talking to a front use when seat passenger than a remote person driving? ▪ A remote person on the end of a phone is not privy to what the driver is seeing and will carry on the conversation when there is a hazard ▪ This makes it difficult for the driver to switch all their attention to the road ▪ Context: Make information salient when it needs to be attended to at a given stage of a task ▪ Use techniques to achieve this: Design ▪ For example, color, ordering, spacing, implications underlining, sequencing, and animation for attention ▪ Avoid cluttering visual interfaces with too much information ▪ Consider designing different ways to support effective switching and returning to an interface Perception How information is acquired from the world and transformed into experiences Obvious implication is to Text should be legible design representations that are Icons should be easy to readily perceivable, for distinguish and read instance: Is color contrast good? Find Italian Are borders and white space better? Find French ▪ Weller (2004) found people took less time to locate items for information that was grouped ▪ Using a border (2nd screen) compared with using color contrast (1st screen) Activity ▪ Some argue that too much white space on web pages is detrimental to search process ▪ Makes it hard to find information ▪ Do you agree? Activity: Which is the easiest to read and why? What is the time? What is the time? What is the time? What is the time? What is the time? ▪ Icons should enable users to distinguish their meaning readily ▪ Bordering and spacing are effective visual ways of grouping information ▪ Sounds should be audible and distinguishable Design ▪ Research proper color contrast implications techniques when designing an interface: ▪ Yellow on black or blue is fine ▪ Yellow on green or white is a no-no ▪ Haptic feedback should be used judiciously ▪ Involves recalling various kinds of knowledge that allow people to act appropriately ▪ For example, recognizing someone’s face or remembering someone’s name ▪ First encode and then retrieve knowledge ▪ We don’t remember everything−it involves filtering and processing what is attended to Memory ▪ Context is important as to how we remember (that is, where, when, how, and so on) ▪ We recognize things much better than being able to recall things ▪ We remember less about objects that we have photographed than when we observe them with the naked eye (Henkel, 2014) ▪ Encoding is first stage of memory ▪ Determines which information is attended to in the environment and how it is interpreted ▪ The more attention paid to something… ▪ The more it is processed in terms of thinking Processing in about it and comparing it with other knowledge… memory ▪ The more likely it is to be remembered ▪ For example, when learning about HCI, it is much better to reflect upon it, carry out exercises, have discussions with others about it, and write notes than just passively read a book, listen to a lecture or watch a video about it ▪ Context affects the extent to which information can be subsequently retrieved ▪ Sometimes it can be difficult for people to recall information that was encoded in a different context: Context is ▪ “You are on a train and someone comes important up to you and says hello. You don’t recognize him for a few moments, but then realize it is one of your neighbors. You are only used to seeing your neighbor in the hallway of your apartment building, and seeing him out of context makes him difficult to recognize initially” ▪ Try to remember the dates of your grandparents’ birthday ▪ Try to remember the cover of the last two books you read ▪ Which was easiest? Why? ▪ People are very good at remembering visual Activity cues about things ▪ For instance, the color of items, the location of objects and marks on an object ▪ They find it more difficult to learn and remember arbitrary material ▪ For example, birthdays and phone numbers ▪ Command-based interfaces require users to recall from memory a name from a possible set of 100s of names ▪ Graphical interfaces provide Recognition visually-based options (menus, versus recall icons) that users need only browse through until they recognize one ▪ Web browsers provide tabs and history lists of visited URLs that support recognition memory ▪ George Miller’s (1956) theory of how much information people can remember ▪ People’s immediate memory The problem capacity is very limited to 7, + or − 2 with the ▪ Has been applied in interaction classic ‘7,+ or design when considering how − 2’ many options to display ▪ But is it a good use of a theory in HCI? ▪ Is it helpful? When creating an interface, should the designer… ▪ Present only 7 options on a menu ▪ Display only 7 icons on a tool bar ▪ Have no more than 7 bullets in a list ▪ Place only 7 items on a pull down menu ▪ Place only 7 tabs on the top of a website page? ▪ Not necessarily… ▪ People can scan lists of bullets, tabs, and menu items for the one they want ▪ They don’t have to recall them from memory, having only briefly heard or seen them ▪ So you can have more than nine at the interface The reason ▪ For instance, history lists of websites is… visited ▪ Sometimes a small number of items is good ▪ For example, smart watch displays ▪ Depends on task and available screen estate ▪ Is a growing problem for many users: ▪ They accumulate a vast numbers of documents, images, music files, video clips, emails, attachments, bookmarks, and so forth ▪ Where and how to save them all; then Personal remembering what they were called and where to find them again Information ▪ Naming most common means of encoding management them ▪ But can be difficult to remember, especially when you have 10,000s ▪ How might such a process be facilitated taking into account people’s memory abilities? ▪ Bergman and Whittaker, three interdependent processes model (2016) to help people manage their stuff: ▪ How to decide what stuff to keep ▪ How to organize it when storing ▪ Which strategies to use to retrieve it later Personal ▪ Most common approach is to use folders and naming Information ▪ Strong preference for scanning across and management within folders when looking for something ▪ Search engines only helpful if you know the name of the file ▪ Smart search engines help with listing relevant files for partial name or when type in first letter Apple’s Spotlight search tool ▪ Online/mobile and phone banking now require users to provide multiple pieces of information to access their account ▪ For instance, ZIP code, birthplace, a memorable date, first school attended ▪ Known as multifactor authentication (MFA) ▪ Why? Memory ▪ Increased security concerns load ▪ Password managers, such as LastPass, have been developed that require only one master password ▪ Reduces stress and memory load on users ▪ Passwords could become extinct with the widespread use of biometrics and computer vision algorithms ▪ When might you wish to forget something that is online? ▪ When you break up with a partner ▪ Emotionally painful to be reminded of them through shared photos, social media, and so on. Digital Forgetting ▪ Sas and Whittaker (2013) suggest ways of harvesting and deleting digital content ▪ For example, making photos of ex into an abstract collage ▪ Helps with closure ▪ SenseCam, developed by Microsoft Research Labs (now Autographer) ▪ A wearable device that intermittently takes photos without any user intervention while worn ▪ Digital images taken are stored and Memory aids revisited using special software ▪ Has been found to improve people’s memory, especially those suffering from dementia ▪ Other aids include RemArc, which triggers long-term memory using old BBC materials SenseCam ▪ Reduce cognitive load by avoiding long and complicated procedures for carrying out tasks ▪ Design interfaces that promote recognition rather than recall Design ▪ Provide users with various ways of implications labelling digital information to help them easily identify it again ▪ For example, folders, categories, color, flagging, and time stamping ▪ Involves the accumulation of skills and knowledge involving memory ▪ Two main types: ▪ Incidental learning (for example, recognizing people’s faces, what you did today) ▪ Intentional learning (for instance, studying for an exam, learning to cook) ▪ Intentional learning is much harder! Learning ▪ Many technologies have been developed to help (for example, multimedia, animations, VR) ▪ People find it hard to learn by following instructions in a manual ▪ People prefer to learn by doing ▪ Design interfaces that encourage exploration ▪ Design interfaces that constrain Design and guide learners implications ▪ Dynamically linking concepts and representations can facilitate the learning of complex material ▪ The ease with which people can read, listen, or speak differs: ▪ Many prefer listening to reading ▪ Reading can be quicker than Reading, speaking or listening speaking, and ▪ Listening requires less cognitive effort than reading or speaking listening ▪ Dyslexics have difficulties understanding and recognizing written words ▪ Voice user interfaces allow users to interact with them by asking questions ▪ For example, Google Voice, Siri, and Alexa ▪ Speech-output systems use Applications artificially-generated speech ▪ For instance, written text-to-speech systems for the visually impaired ▪ Natural-language systems enable users to type in questions and give text-based responses ▪ Such as, chatbots ▪ Speech-based menus and instructions should be short ▪ Accentuate the intonation of artificially generated speech voices Design implications ▪ They are harder to understand than human voices ▪ Provide opportunities for making text large on a screen ▪ All these processes involve reflective cognition ▪ For example, thinking about what to do, what the options are, and the Problem- consequences solving, ▪ Often involves conscious processes, discussion with others (or oneself), and planning, the use of artifacts reasoning, ▪ Such as maps, books, pen and paper and decision- ▪ May involve working through different scenarios and deciding which is best making option ▪ Weighing up alternatives Design implications Provide information and help pages that are easy to access for people who wish to understand more about how to carry out an activity more effectively (for example, web searching) Use simple and memorable functions to support rapid decision-making and planning ▪ The app mentality is making it worse for people to make their own decisions because they are becoming risk averse (Gardner and Davis, 2013) ▪ Instead, they now rely on a multitude of apps ▪ This makes them increasingly anxious Dilemma ▪ They are unable to make decisions by themselves ▪ They need to resort to looking up info, getting other’s opinions on social media, and comparing notes ▪ Do you agree? ▪ Did it happen to you when deciding which university/school to attend? ▪ These are used to explain and predict user behavior at the interface ▪ Based on theories of behavior ▪ Focus is on mental processes that take place Cognitive ▪ Also use of artifacts and representations frameworks ▪ Most well known are: ▪ Mental models ▪ Gulfs of execution and evaluation ▪ Distributed cognition ▪ External and embodied cognition ▪ Users develop an understanding of a system through learning about and using it ▪ Knowledge is sometimes described as a mental model: ▪ How to use the system (what to do Mental next) ▪ What to do with unfamiliar systems or models unexpected situations (how the system works) ▪ People make inferences using mental models of how to carry out tasks ▪ Craik (1943) described mental models as: ▪ Internal constructions of some aspect of the external world enabling predictions to be made More mental ▪ Involves unconscious and conscious processes models ▪ Imagery and analogies are activated ▪ Deep versus shallow models ▪ For example, how to drive a car and how it works ▪ You arrive home on a cold night to a cold house. How do you get the house to warm up as quickly as possible? Set the thermostat to be at its highest or to the desired temperature? Everyday ▪ (b) You arrive home starving hungry. reasoning You look in the fridge and find all that and mental is left is an uncooked pizza. You have an electric oven. Do you warm it up to models 375 degrees first and then put it in (as specified by the instructions) or turn the oven up higher to try to warm it up quicker? ▪ Many people when asked (a) choose the first option ▪ Why? ▪ They think it will heat the room up quicker ▪ General valve theory, where ‘more is more’ Heating up a principle is generalized to different settings (for instance, gas pedal, gas cooker, tap, radio room or oven volume) that is ▪ But it is a wrong mental model for thermostats based on on-off switch model thermostat- ▪ Many people when asked (b) choose the first option controlled ▪ Electric ovens work on the same principle as thermostats ▪ Most of us have erroneous mental models (Kempton, 1996) ▪ Lots of people hit the button for elevators and pedestrian crossings at least twice ▪ Why? Think it will make the lights change faster or ensure that the elevator arrives! Erroneous mental ▪ What kinds of mental models do users have for understanding how interactive models devices work? ▪ Poor, often incomplete, easily confusable, based on inappropriate analogies and superstition (Norman, 1983) ▪ Clear and easy to use instructions ▪ Appropriate tutorials and contextual sensitive guidance How can UX be ▪ Provide online videos and designed to help chatbot windows when needing help people build better mental models? ▪ Transparency: to make interfaces intuitive to use ▪ Affordances of what actions an interface allows ▪ For example, swiping, clicking, or selecting ▪ The ‘gulfs’ explicate the gaps that exist between the user and the interface ▪ The gulf of execution ▪ The distance from the user to the physical system Gulfs of ▪ The gulf of evaluation execution ▪ The distance from the physical system to the user and evaluation ▪ Bridging the gulfs can reduce cognitive effort required to perform tasks ▪ Can reveal whether interface increases or decreases cognitive load and whether it is obvious what to do next (Norman, 1986; Hutchins et al, 1986) Bridging the gulfs Information processing Conceptualizes human performance in metaphorical terms of information processing stages ▪ Based on modeling mental activities that happen exclusively inside the head Limitations ▪ Do not adequately account for how people interact with computers and other devices in real world ▪ Concerned with the nature of cognitive phenomena across individuals, artifacts, and internal and external representations (Hutchins, 1995) ▪ Describes these in terms of Distributed propagation across representational cognition state ▪ Information is transformed through different media (computers, displays, paper, heads) A cognitive system for ATC ▪ The distributed problem-solving that takes place ▪ The role of verbal and non-verbal behavior ▪ The various coordinating mechanisms What’s that are used (for example, rules and involved procedures) ▪ The communication that takes place as the collaborative activity progresses ▪ How knowledge is shared and accessed ▪ Concerned with explaining how we interact with external representations (such as maps, notes, and diagrams) ▪ What are the cognitive benefits and what processes involved External cognition ▪ How they extend cognition ▪ What technologies can we develop to help people carry out complex tasks (for example, learning, problem solving, and decision-making)? ▪ Examples include the use of diaries, reminders, calendars, notes, shopping lists, to-do lists ▪ Written to remind us of what to do ▪ Post-its, piles, marked emails are used to: ▪ Where placed indicates priority of what to Externalizing do to reduce ▪ External representations: ▪ Remind us that we need to do something memory load (for example, to buy something for mother’s day) ▪ Remind us of what to do (for instance, buy a card) ▪ Remind us when to do something (for example, send a card by a certain date) ▪ When a tool is used in conjunction with an external representation to carry out a computation (for instance, pen and paper) ▪ Try doing the two sums below (a) in your Computational head, (b) on a piece of paper, and (c) with a calculator. offloading ▪ 234 ×456 = ?? ▪ CCXXXIIII×CCCCXXXXXVI = ??? ▪ Which is easiest and why? Both are identical sums ▪ Annotation involves modifying existing representations through making marks ▪ For example, crossing off, ticking, and underlining Annotation and cognitive ▪ Cognitive tracing involves externally manipulating items tracing into different orders or structures ▪ For instance, playing Scrabble or cards ▪ Provide external representations at the interface that can reduce memory load and facilitate computational offloading Design ▪ For example, information implication visualizations have been designed to allow people to make sense and rapid decisions about masses of data ▪ The practical engagement with the social and physical environment (Dourish, 2001) ▪ Creating, manipulating and making meaning through our interaction with things ▪ How our bodies and active experiences shape how we perceive, feel, and think (Hornecker et al., 2017) Embodied ▪ They enable us to develop a sense of the Interaction world at both a concrete and abstract level ▪ Can provide new ideas about interaction and better design principles ▪ For example, we think with our bodies not through them (Kirsh, 2013) ▪ Cognition involves many processes including attention, memory, perception, and learning ▪ The way an interface is designed can greatly affect how well users can perceive, attend, learn, and remember Summary how to do their tasks ▪ Theoretical frameworks, such as mental models and external cognition, provide ways of understanding how and why people interact with products ▪ This can lead to thinking about how to design better products