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ATTENTION AND MENTAL RESOURCES

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Title: ATTENTION AND MENTAL RESOURCES


1
ATTENTION AND MENTAL RESOURCES
  • Nantida Wisawayodhin M Sc. M.Erg.S.

Module Cognition and Information
Processing Course Human Centered Design
(HCD) SOAD, KMUTT
2
OVERVIEW
  • Mental Resources
  • Multiple Resources Theory
  • Bottleneck Theory
  • S-R Compatibility
  • Design Guidelines
  • Practical
  • Attention
  • Auditory and visual attention
  • Selective
  • Focused
  • Divided
  • Automatic vs. Controlled processing

3
MODEL OF HUMAN INFORMATION PROCESSING
4
ATTENTION
  • A process dictates by the central executive in
    working memory
  • Applies throughout the information processing
    stages
  • Is closely related to intention and conscious
    awareness
  • Is resource limited
  • Three main types
  • Focused attention
  • Selective attention
  • Divided attention

5
ATTENTION AUDITORY vs. VISUAL
6
SELECTIVE ATTENTION
Factors affecting your selective attention
  • Salience
  • the features of the environment that will attract
    or capture attention
  • Expectancy
  • the use of our knowledge to predict where to look
    for information and what changes to expect of
    product/system behaviour
  • pay attention more intently and frequently to the
    area of the visual field in which changes are
    likely to appear

7
SELECTIVE ATTENTION
  • Value
  • the value of information received
  • what each task means to the person and the
    intended goal
  • Expert users make use of their knowledge about
    values and expectancy to guide their attention
    much better than novices
  • Effort
  • information access effort
  • the amount of effort requires to do something is
    considered in terms of the perceived expected
    value of the information received

8
SELECTIVE ATTENTION
  • Features of salience
  • Auditory modality
  • Non-directional
  • More attention grabbing than visual events
  • Used in alarms
  • Visual modality
  • Onsets (the commencement of stimuli) tend to be
    the most salient or attention-grabbing property
  • Unique shape size and brightness
  • Use of repeated onsets (flashing) as visual
    alerts

9
SELECTIVE ATTENTION
10
FOCUSED ATTENTION
Attentional resources are directed to one single
task and maintained until desired goal is
achieved
  • Effort - the amount of resources being invested
    into a task
  • Difficulty - the amount of resources a task
    demands
  • Distraction - similarity and proximity of
    irrelevant stimuli to the target stimulus can
    cause distraction

11
FOCUSED ATTENTION
Relationship between effort and difficulty
  • Investing effort or resource into a task of
    constant difficulty will improve its performance
  • Increasing the difficulty of a task will decrease
    performance unless more resources are supplied to
    compensate
  • A ceiling of performance level will be met for a
    task of constant difficulty however much effort
    is being put into it

12
DIVIDED ATTENTION
  • The ability to respond simultaneously to multiple
    tasks or multiple task demands
  • Sometimes referred to as dual-tasking,
    concurrent processing and time-sharing
  • Efficient time-sharing
  • driving while having a conversation
  • cycling while navigating a mountainous route
  • thinking and writing at the same time

13
DIVIDED ATTENTION
  • We can time share between two tasks if
  • One is a manual and another is a verbal task
  • At least one is a skilled or routine task
  • One is a perceptual and the other is a response
    task

Psychologists have provided theories to
explain these phenomena
14
AUTOMATIC vs. CONTROLLED PROCESSING
  • Practice improves performance -
  • Become automatic as a result of prolonged
    practice
  • Automatic tasks can be readily and efficiently
    time-shared with other more demanding tasks

15
AUTOMATIC vs. CONTROLLED PROCESSING
  • Current model proposed by Norman Shallice in
    1986
  • Fully automatic processes
  • Partially automatic processes
  • Controlled processes

16
AUTOMATIC vs. CONTROLLED PROCESSING
  • Fully automatic processes
  • When the situation provides a set of retrieval
    cues that matched only one schema
  • Controlled by schemas contained within our
    long-term memory
  • Requires very little conscious awareness
  • This process would frequently disrupt behaviour
    if left entirely to its own devices.

17
AUTOMATIC vs. CONTROLLED PROCESSING
  • Partially automatic processes
  • When two or more schemata have been activated by
    incomplete or ambiguous retrieval cues or calling
    conditions
  • Controlled by a process called contention
    scheduling
  • An automatic conflict resolution process without
    deliberate direction or conscious control
  • A process based on similarity-matching and
    frequency-gambling mechanisms

18
AUTOMATIC vs. CONTROLLED PROCESSING
  • Controlled processes
  • A fully conscious process
  • Controlled by a higher level control mechanism
    known as the supervisory attentional system (SAS)
  • SAS will become active when an individual
    encounters danger, novelty and temptation, and
    where a response selection is required
  • Permits flexible responding in novel situations

19
MENTAL RESOURCES
  • Current theories on the processes involved when
    we make use of attention
  • The theories will be presented based on the
    information-processing framework with three main
    processes input (perception) processing
    (cognition) output (response) and processing
    modalities

20
MENTAL RESOURCES
Two well accepted theories
  • Multiple Resources Theory (MRT) (Wickens, 1984
    and 1987)
  • Bottleneck Theory (Welford, 1952 Pashler, 1998)

21
MULTIPLE RESOURCES STRUCTURE
22
MULTIPLE RESOURCES THEORY
  • Attentional resources are defined along three
    dichotomous dimensions
  • Stage of processing perception and cognition and
    response selection and execution
  • Perceptual modalities visual and auditory
  • Processing code verbal and spatial
  • Based on an expansive systematic review of the
    interference patterns in the dual-task data

23
STAGE OF PROCESSING
  • First dimension
  • Distinct separate resources between response
    selection and execution AND perceptual and
    working memory (cognitive activities)
  • Example Thinking and talking while stirring a
    pot of soup

24
PERCEPTUAL MODALTY
  • Second dimension
  • Distinction between auditory AND visual
    modalities within the perception stage
  • Cross-modal (between modals) time-sharing is
    better than intra-modal (within modal)
  • Due to visual scanning and confusion cost rather
    than separate resources

25
PROCESSING CODE
  • Third dimension
  • Distinct separate resources between verbal AND
    spatial processing codes
  • The separation between verbal and spatial
    processing codes can be associated with the two
    cerebral hemispheres
  • Left for verbal
  • Right for spatial

26
MULTIPLE RESOURCES THEORY
  • Distinction between perceptual modalities and
    processing codes
  • Reading is a visual input, but uses verbal
    processing code
  • Describing the content of a room is a vocal
    output, but uses spatial processing code
  • Therefore, manual and vocal outputs can be
    time-shared efficiently as long as manual
    response is spatial in nature (e.g. drawing) and
    vocal is a verbal one (e.g. making comments).

27
APPLICATION OF MRT
  • The three dichotomies must be considered together
    when designing a set of tasks.
  • Exploiting the modality distinction (cross-modal)
    alone would not mean that perfect time-sharing is
    achieved.
  • A written text, even though employs a visual
    modality, is likely to be processed by the verbal
    code at the processing stage.
  • Writing would be a manual response exploiting a
    different resource to verbal code, but vocal
    response would be accessing the same processing
    code.

28
USEFULLNESS OF MRT
  • To make predictions of human performances on
    concurrent tasks and differing task patterns
    based on scientific evidence
  • To assess whether an introduction of a particular
    task is likely to affect the performance of
    existing tasks

29
IMPLICATIONS IN DESIGN
  • Time-sharing between two tasks is optimal when
    they affect separate resources
  • Time-sharing of tasks using the same resources
    are likely to lead to increase in errors and
    mental workload
  • It is more difficult to reallocate resources
    among task components that make use of highly
    dissimilar resources
  • Tasks to be carried out serially with a common
    goal should be designed to share the same
    resources
  • Two tasks with different goals should be designed
    to access different resources

30
BOTTLENECK THEORY
  • Bottleneck narrowing of something
  • Bottleneck theory states that resources available
    for response selection stage are allocated in an
    all or none fashion to one task or the other
  • Two independent responses cannot be selected at
    the same time one or the other must be postponed
  • It does not affect response execution or any
    other cognitive processes

31
BREAK
  • 15 MINUTES

32
S- R COMPATIBILITY
  • Grouping principles
  • How displays and controls should be presented to
    aid mapping between them
  • Location compatibility
  • Where controls should be located to control their
    respective displays
  • Reflects the humans intrinsic tendency to move
    or orient toward the source of stimulation
  • Movement compatibility
  • How controls should move to control the displays
  • Refers to expectancies (mental models) that users
    have about how the display will respond to the
    control activity
  • Modality compatibility
  • What modalities should be used
  • Population stereotype
  • Mappings related to direct experience
  • Consistency

33
GROUPING PRINCIPLES
  • Proximity Display elements that are located
    close together will tend t be grouped together
  • Similarity Display elements that are similar in
    appearance will tend to be grouped together.
  • Continuity Display elements which are presented
    in line will tend to be grouped together.
  • Closure Display elements that make up a closed
    figure will tend to be grouped together.

34
GROUPING PRINCIPLES
35
GROUPING PRINCIPLES
  • Common fate Elements with a common motion
    (direction or type of motion) will tend to be
    grouped together.
  • Principle of connectedness Line drawn between
    some elements but not others will cause the
    connected elements to be grouped together.
  • Principle of common region A contour drawn
    around display elements will cause those elements
    to be grouped together

36
GROUPING PRINCIPLES
37
GROUPING PRINCIPLES
  • If a task requires that information be integrated
    mentally, that information should be presented in
    an integral or integrated display
  • If a task requires that the information be kept
    distinct mentally, the information should be
    presented in a display with separable dimensions
  • If unsure about whether the displays should form
    an integrated whole, err towards grouping
    displays.

38
LOCATION COMPATIBILITY
  • Controls should be located as close to the
    relevant displays as possible

39
LOCATION COMPATIBILITY
  • If this is not possible due to constraints such
    as physical or safety, the spatial layout of
    controls should be consistent with the spatial
    layout of displays

X
v
40
LOCATION COMPATIBILITY
  • If consistency mapping is not possible, simple
    rules should be available to map the set of
    stimuli to the set of responses
  • To convey increase in quantity move from left
    to right, aft to forward, clockwise and from
    bottom to top

Scale display
Volume control
Light control
41
LOCATION COMPATIBILITY
  • Minimise information access cost as much as
    possible by placing displays and controls which
    are frequently used together close to each other
    to reduce visual search and avoid attention
    reallocation cost

Displays and controls for auto pilot are placed
close to each other
42
MOVEMENT COMPATIBILITY
  • The moving elements of any displays of dynamic
    information should move in a spatial pattern and
    direction that is compatible with the users
    mental model of how the represented element moves
  • Linear (slide) controls should move in an axis
    and direction parallel to linear display movement.

Movement of altitude display in fighter cockpit
43
MOVEMENT COMPATIBILITY
  • A mismatch between users expectations of the
    result of an action and the actual result could
    trigger a further unnecessary and possibly
    disastrous control action and should be avoided

44
MOVEMENT COMPATIBILITY
  • The moving elements of any displays of dynamic
    information should move in a spatial pattern and
    direction that is compatible with the users
    mental model of how the represented element
    moves.
  • Dial displays are more compatible or congruent
    with rotary controls.

45
MOVEMENT COMPATIBILITY
  • The closest part of the moving element of a
    control should move in the same direction as the
    closest part of the moving element of a display.

46
MODALITY COMPATIBILITY
  • Ideally a stimulus should match the sensory
    feedback produced by the response. For example
  • A seen letter a written response
  • A heard letter a spoken response

47
MODALITY COMPATIBILITY
  • Tasks that use verbal working memory are served
    best by auditory inputs and vocal outputs. Most
    suitable only when material is short and response
    is immediate. Long verbal inputs risks forgetting

48
MODALITY COMPATIBILITY
  • Tasks that use spatial working memory are served
    best by visual inputs and manual outputs. This
    should only be applied when the vocal response
    does not disrupt rehearsal of the retained
    information

49
MODALITY COMPATIBILITY
  • Many-one mapping of stimulus and response will be
    less compatible than a one-to-one mapping

50
POPULATION STEREOTYPE
  • Global designs should take into account mappings
    that are related to direct experience. For
    example
  • Light switch Americans flick switch up to turn
    lights on Europe flicks switch down to turn
    lights on.
  • Indicator controls in cars European cars
    indicator controls on left hand side, Japanese
    cars indicator controls tend to be on right hand
    side.
  • Direction of screws clockwise for tightening and
    anti-clockwise for loosening (Universal)
  • Colour coding red for danger, yellow/amber for
    caution and green for go (Universal). Other
    colour use, such as blue, white and brown on
    information design is not as universal.

51
CONSISTENCY
  • If consistency is being applied to a set of
    control-display design, it should be carried out
    for all of the S-R pairings. Violations of
    consistency across relations may result in users
    confusion as to which rule to apply.

52
TRAINING
  • Training can be used to formulate correct mental
    models or to enhance the agreement between mental
    models and the physical product dynamics
  • Training should not be used to mitigate for bad
    designs. Extensive training of incompatible
    mapping will never catch up to a compatible one.
    Under stress, performance with an incompatible
    mapping deteriorates further than that of a
    compatible mapping

53
Any Questions?
54
BREAK
  • 15 MINUTES

55
PRACTICAL
  • BTS ticketing machine interface and task design
  • User types Novice, Occasional Expert
  • Users Tourist, daily users, blind, deaf
  • Objectives
  • Buy a correct ticket for the right destination

56
PRACTICAL
  • BTS ticketing machine

57
PRACTICAL
  • Task
  • Design a new interface for the ticketing machine
    based on knowledge and design guidelines learnt
    so far to make it easier to use.
  • Make sure to include
  • A drawing of the proposed design
  • Design guidelines applied
  • Justifications for the new design
  • Duration 30 minutes
  • 2 volunteers to give 5 minutes presentation of
    their proposed design

58
PRACTICAL CONSIDER
  • From searching for the machine to receiving the
    ticket
  • Appearance
  • Interface design
  • Sequence of task
  • Ease of tasks
  • Efforts required vs. value achieved
  • The application of memory aid

59
PRACTICAL Issues
  • Appearance
  • Not attention catching no clear indication that
    it is a ticketing machine
  • Design blends in with the environment
  • Look like another advertisement board
  • Task sequence
  • Not clear where to start
  • Too many sub tasks
  • Does not fit user expectations (one-stop shop,
    take bank note)
  • Design around system convenience than user
    convenience
  • Memory Aid
  • Step 1 is not the start point of the ticket
    buying process

60
PRACTICAL Solutions
  • Appearance
  • Attention catching Clear information sign to
    indicate location of Ticket Machine
  • Make it stand out
  • Task sequence
  • Reduce number of steps
  • Make it a one-stop shop
  • Design to take bank notes
  • Design with user in mind
  • Memory Aid
  • Start step 1 where it should be at the map

61
PRACTICAL
  • Pedestrian crossing indicator

62
PRACTICAL
  • Pedestrian crossing indicator interface design
  • Users Pedestrians and drivers
  • Descriptions normal, blind, deaf, in wheelchair,
    Elderly
  • Objectives
  • Inform pedestrians of safe crossing time
  • Inform pedestrians to prepare to stop
  • Inform pedestrians of unsafe crossing time
  • Informative to drivers

63
PRACTICAL
  • Task
  • Design a new interface of the indicator based on
    knowledge and design guidelines learnt so far.
  • Ensure to include
  • A drawing of the proposed design
  • Explanation of how it works
  • Design guidelines applied
  • Justifications for the new design
  • Duration 30 minutes
  • 2 volunteers to give 5 minutes presentation of
    their proposed design
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