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Cognitive modelling, Users models and Mental models

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If disc1 free THEN move disc1. If move disc1 THEN check if C is possible. IF C possible THEN move disc1 to C. IF C is not possible THEN move disc1 to A ... – PowerPoint PPT presentation

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Title: Cognitive modelling, Users models and Mental models


1
Cognitive modelling, Users models and Mental
models
  • Whats cognitive modelling ?
  • The human information processing approach
  • Cognitive Models of Users in HCI
  • Knowledge, representations and Mental Models
  • Conceptual models

2
Whats cognitive modelling ?
  • Cognitive modelling is a discipline based on
  • Experimental cognitive psychology and
  • Artificial intelligence and linguistics methods
  • In HCI the main objective has been to understand
    and represent how humans interact with computers
  • Knowledge about this processes depend strongly on
    the particular model of cognition chosen
  • 56 Information processing system
  • 90Distributed Cognition (Hutchins, E.)
  • 90 Situated action (Suchman, L.)
  • 90Activity theory (Kaptelinin, V. Engeström, Y.
    )

3
Information processing approach
  • During 1960 and 1970 the main paradigm in
    cognitive psychology was to characterise humans
    as information processors
  • Information enters and exists the human mind
    through a series of ordered processing stages
  • Information is unidirectional and sequential and
    each stage takes a certain amount of time
  • Information processing model has been highly
    influencial in shaping the development of
    cognitive models of the user in HCI

4
Information Processing Psychology ingredients
  • Model from the computer
  • In contrast to previous cognitive models that
    were often statistical
  • A modelling language - production rules
  • In contrast to verbal descriptions
  • A qualitative method to derive information
    processes
  • In contrast to quantitative methods

5
Model from the computer
  • But people are not computers, we have to use
    reverse engineering to understand the mechanisms
    by which they proceed
  • Define problem
  • Identify process
  • Derive specific strategy from process
  • Derive general cognitive architecture from
    several studies

6
Modelling language
  • If-then rules. The current state is matchted
    towards the system of rules. The first rule that
    matches the current state is fired
  • Then a new state results, that is matched
  • What does this remind us of?

7
A qualitative method to derive information
processes
  • The think-aloud protocol was used to elicit data
    on sequential problem solving
  • Hypotheses people expressed (parts of) that what
    existed in their working memory
  • i.e. part of the current knowledge state

8
Defining problem and problem space
  • A problem exists when you have a goal and an
    initial state. The initial state does not
    correspond to the goal and you do not know how to
    get from the initial state to the goal
  • A problem space consists of the hypothetical
    states that a problem solver goes through in its
    processing/transformation of the initial state to
    the goal state.
  • Ex. Problem space intitial state operations
    required to reach goal state

9
Example of problem- Tower of Hanoi
You have three disks on a peg (A) as in the
figure. These should be moved to the right peg
(C). You are only allowed to move one disk at a
time. You can only place a smaller disk on top of
a bigger one.
A B C
10
Think aloud protocol example Tower of Hanoi
First I put the smallest one here (on C) Then I
put the next smallest here (on B) Then I take the
biggest one - O no, that is not allowed, OK I
move the smallest back to A And the next smallest
to C Then I take the smallest to B And the next
smallest to - where should it go...
11
Production rules that produce the think aloud
protocol
IF goal achieved THEN end If disc1 free THEN
move disc1 If move disc1 THEN check if C is
possible IF C possible THEN move disc1 to C IF C
is not possible THEN move disc1 to A If disc2
free THEN move disc2 If move disc2 THEN check if
B is possible If B empty, THEN move disc2 to
B IF disc3 free THEN move disc3 IF move disc 3
THEN check if C is possible
12
But rules are not sufficient
  • We need a system to interpret the rules!
  • What can the system perceive?
  • How should the objects be represented?
  • In what order are the productions tested?
  • How will the actions performed be remembered?

13
A cognitive architecture
  • Defines how rules are interpreted
  • In what order they are taken
  • What conditions prevail for how the rules may be
    written. For instance how many conditions and
    actions are possible for one rule
  • How the results of actions are stored

14
A cognitive architecture for Human Information
Processing
  • Must comply with knowledge about human beings
  • Knowledge from various sources
  • Senso-motoric
  • Attention
  • Perception
  • Memory
  • Metacognition

15
Information processing applied to HCI
  • Quasi-empirical approach
  • GOMS
  • Analyses a task from an experts actions
  • Goals, Operations, Methods and Selection rules
  • Further applications of GOMS
  • Cognitive walkthrough - what will a user find
    difficult in the system?
  • Goals, operations, methods analysed with respect
    to the designers knowledge about the user

16
Further applications of GOMS
  • Keystroke level calculations How long will it
    take to perform a task with the system?
  • Has been used to compare different system
    solutions, for instance for telephone operators
    asking callers questions
  • A small change in the time taken may mean much
    when many small tasks are performed by many
    persons

17
Key-stroke level of GOMS
  • Task Copy a word and position it at some place
    at the text
  • Method Get the operations from the menu
  • 1. Time to identify the word
  • 2. Time to mark the word
  • 3. Time to move to the menu and find the word
    copy
  • 4. Time to click on copy
  • 5. Time to go to the position in the text were
    the word should be placed
  • 6. Time to click in order to move the cursor to
    this place
  • 7. Time to move to the menu and get the command
    paste.
  • 8. Time to click for placing the word.
  • 9. Time for checking that the result is OK
  • The time for the hand movements is calculated
    according to Fitts law

18
Cognitive Models of users in HCI
  • Focus on the interface and interest in
    measurements (errors, time) predictions of user
    performance, how easy an interface will be to
    learn, without instruction, or without manual.
  • Usability is a measure of the ease of use once
    learning is in some sense complete
  • Tasks
  • Slips or accidental mistakes
  • Hierarchical representation of the users task
    and goal structure
  • GOMS Goals, operations, methods and selection
    rules (Card, Moran and Newell, 1983)
  • Linguistic and grammatical models
  • Physical and device-level models

19
Knowledge
  • How is knowledge organised in the users mind?
  • How is knowledge represented in memory ?
  • Analogical representations images
  • Schema and scripts
  • Propositional representations language
  • Mental models
  • Distributed representations nodes and links-
  • Semantic networks

20
Representations
  • The ability to represent perceptions,
    experiences in some medium other than that in
    which they have occurred
  • People construct representations that facilitate
    their interaction with events and absent in
    space and time
  • Representations
  • Capture the important, critical features of the
    represented world while ignoring the irrelevant,
  • Are appropriate for the person,
  • Are appropriated for the task, enhancing the
    ability to discover relevant regularities and
    structures.

21
Mental Models (MM)
  • The model people have of themselves, others, the
    environment, and the things which they interact.
    People form mental models through experience,
    training and instruction (Norman, 1988 p.17).
  • MM are either analogical representations or a
    combination of analogical and propositional
    representations. They are distinct but related to
    images (Johnson-Laird, 1983,1988).
  • MM are used to make inferences or a prediction
  • Images are one-off representation

22
Mental Models (cont)
  • Two main types of MM identified when interacting
    with computers
  • Structural how does it works ?
  • components and parts of a device
  • Context-free
  • Functional or task-action mapping model how
    to use it ?
  • connections between tasks and actions
  • context dependent
  • Utility of MM in HCI
  • People do use MM but they often are incomplete,
    unstable, vague

23
Key points
  • There are three types of mental representations
  • Analogical, propositional and distributed
  • General knowledge is stored as schemata, which
    when activated, can be used to construct mental
    models
  • Mental models enable people to generate
    descriptions and explanations about systems and
    to make predictions about future events
  • Structural models describe how devices work
  • Functional models describe how to use a system
  • Most peoples understanding of devices or systems
    is functional
  • Conceptualizing users knowledge in terms of
    mental models can help deigners to develop
    appropriate interfaces

24
Conceptual Modelsor modeling a Mental model
  • A generic term that describes the various way in
    which computer systems are understood by
    different people
  • The way users conceptualize and understand the
    system
  • The way designers conceptualize and view the
    system
  • The problem is to design the system so that
  • It follows a consistent coherent
    conceptualisation a design model- and,
  • the user can develop a mental model of that
    system a user model- consistent with the design
    model (cf. Norman, 1986 p.46)

25
Conceptual Models (cont)
  • Ideally, the user model should completely map
    onto the design model (system image)
  • Learnability
  • Functionality
  • Usability
  • But
  • Users develop a partial mental model of the
    design model
  • Their understanding and ability to use the system
    is limited
  • Design model could be inappropiated for what the
    user wants to achieve
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