180 likes | 1.43k Views
Human Centered Technology. Aimed at aiding cognition Often interferes and confuses Should be aimed at the needs of people Two Kinds of Cognition Experiential Reflective. Kinds of Learning. Accretion Accumulation of Facts Tuning Practice to make reflective tasks become experiential
E N D
Human Centered Technology • Aimed at aiding cognition • Often interferes and confuses • Should be aimed at the needs of people • Two Kinds of Cognition • Experiential • Reflective “Design of User-Friendly Systems” DLC, 2004
Kinds of Learning • Accretion • Accumulation of Facts • Tuning • Practice to make reflective tasks become experiential • Restructuring • Acquiring new concepts “Design of User-Friendly Systems” DLC, 2004
Representation • Cognitive Artifacts • What make us smart • Provide abstract representations • Represent the important ideas • Match the Artifact to the Task • Naturalness Principle: • Experiential cognition is aided when the properties of the representation match the properties of the object/idea being represented “Design of User-Friendly Systems” DLC, 2004
Fitting the Artifact to the Person • People are better at Perception than Abstraction and Symbolism • Appropriateness Principle: • The representation used by the artifact should provide exactly the information acceptable to the task: neither more nor less. • People seek understandings, causes, purpose “Design of User-Friendly Systems” DLC, 2004
The Human Mind • Machines use different principles than people • They complement each other • Details vs. Representation “Design of User-Friendly Systems” DLC, 2004
Distributed Cognition • Distributed Intelligence • Knowledge is in the world • Impossible means Impossible • Properties of the world • Accuracy is not always important “Design of User-Friendly Systems” DLC, 2004
Organizing Knowledge • Hierarchical • Spatial • Temporal “Design of User-Friendly Systems” DLC, 2004