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The Human. Cognitive Psychology. In order to design something for someone, we need to understand the capabilities and limitations of that person How humans perceive the world around them How humans store and process information and solve problems How humans physically manipulate objects.
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Cognitive Psychology • In order to design something for someone, we need to understand the capabilities and limitations of that person • How humans perceive the world around them • How humans store and process information and solve problems • How humans physically manipulate objects
Models of the User • Model Human Processor • Our Model Cognitive System Perceptual System Memory I/O Motor System CPU
Human I/O Channels • Input via the senses • Sight • Hearing • Touch • Taste • Smell • Output via motor control • Limbs (feet?) • Fingers • Eyes • Head • Voice
The Human Eye • Cornea and lens focus light onto the… • Retina, which contains Photoreceptors: • rods - brightness • cones - color (red, green and blue) • Ganglions, which are nerve cells that... • (X-cells) - detect pattern • (Y-cells) - detect movement • Fovea - center of vision
Visual Perception • Depth • Size constancy - smaller means farther • Occlusion - obstructed means farther • Texture - finer means farther • Brightness - contrast (and flicker) • Color • 150 hues • 7 million shades
Reading • Saccades - eye scans forward • Fixations - eye is still • Perception happens • 94% of the time • Regressions - eye looks back (complex) • 9pt,12pt equally legible • Books faster than computers
Hearing • Auditory canal -> eardrum -> ossicles -> cochlea -> cilia • Sound parameters • Pitch - frequency • Loudness - amplitude • Timbre - waveform of sound • Stereo location of source • Cocktail party effect
Touch • Haptic perception • Skin receptors • thermoreceptors - heat, cold • nociceptors - intense pressure, heat, pain • mechanoreceptors - pressure • Two point test - haptic accuity
Movement • Kinesthesis - Do you know where your limbs are? • Reaction time vs. accuracy • Fitts’ law: Movement time = a + b log (distance/size + 1)
Memory • Three kinds of memory • sensory • short term • long term Sensory memory Attention Working memory Rehearsal Long-term memory
Sensory Memory Human Cache Memory • Iconic memory - visual • Persistence of vision • .5 seconds • Echoic memory - aural • Haptic memory - touch • Arousal - level of interest or need
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Short Term Memory • Human DRAM (Dynamic random-access memory) • 70ms access time • 200ms refresh time • Size: 7 +/- 2 items • digits • chunks • words • Recency effect - last is best
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Long Term Memory • The Human World-Wide Web • Two types • episodic - events, organized temporally • semantic - facts, organized associatively • Representations • semantic nets • frames • scripts
Frames • Extends semantic nets to include structured hierarchical information University Fixed: type of school Default: has colleges Variable: public/private Universitas Gunadarma Fixed: type of University Default: public Variable: campus
Scripts • Stereotypical information • Entry conditions: need job, have money • Result: educated, less money • Props: books, schedule, new car • Roles: instructor talks, students listen • Scenes: classroom, dorm • Tracks: internships, apprenticeships
Processes • How does information get from short term memory into long term memory? • Total time hypothesis - hit the books • Distribution of practice effect - don’t cram • Meaning - concrete better than abstract • faith age cold tenet quiet logic idea value past • boat tree cat child rug plate gun flame head • Structure, familiarity and concreteness
How We Forget • Decay • Logarithmically - forget most early • Jost’s Law - if two equally strong memories at a given time, then the older is more durable. • Interference • retroactive interference - old phone number (later learning) • proactive inhibition - driving to the old house (previous memories) • emotion - good old days, forget the mundane
Information Retrieval • How do we recall details? • Categorization • Visualization 1 roti 2 sepatu 3 pohon 4 pintu 5 sarang 6 tongkat 7 surga 8 pagar 9 teh 10 ayam
Real Intelligence • How is information processed and manipulated? • Animals - receive and store info, but do not process it as well as humans • Computers - receive and store info better then humans, but do not process it as well as humans
Human Intelligence • Humans use information to • Reason & solve problems • Even if the info is partially missing or completely absent! • Human thought is • conscious & self-aware • capable of imagination
Reasoning • Inferring missing information • Deductive - conclusions • Inductive - generalizations • Abductive - suppositions
Deductive Reasoning • If A then B • A. Therefore B • not B, therefore not A. • Telepon berdering pada saat saya mandi • Bila saya mandi, maka telepon berdering • Bila telepon berdering, saya mandi • Bila saya tidak mandi?
Inductive Reasoning • Specific A has property B then all A is B • Gajah memiliki belalai • Komputer lambat • Lelaki memiliki kumis • Perempuan memakai anting
Abductive Reasoning • From fact to the action that caused it • Mata bengkak • Tanah Becek • Helai rambut panjang di kemeja
Problem Solving • Using knowledge to find a solution • Gestalt theory • Problem space theory • Analogy
Gestalt Theory • Finding new solutions • Reproductive problem solving • Learned behavior, trial and error • Behavioralist • Fixation • Productive problem solving • Invention, innovation, insight
Problem Space Theory • Mapping out a solution step by step • Problem states, goal state, current state • Legal state transition operators • Heuristics, e.g. means-ends analysis • Examples • Games: 15 puzzle, chess • Tasks: Setting the VCR clock • Life (emphasis on “legal”)
Analogy • Applying one solution to a different problem • Analogical mapping • Purely productive reasoning is hard (10%) • Drawing analogies is easier (80%) • Existing solution “semantically close” to problem domain
Skill Acquisition • Solving problems that are not completely new • e.g. Chess • Same goal (different goal states) • Same transitions • Different “skills” • Problem groups • novices group problems superficially • experts group problems conceptually
ACT Skill Acquisition Model • How is skill acquired? General rules Proceduralization Specific rules Generalization Tuned rules
Errors • How do we make mistakes? • Slips - change in context of skill • Mental models - incorrect interpretation of the evidence
Design • How do we use what we know about humans to make better user interfaces? • Guidelines • Models • Evaluation