Human Factors Lecture Notes
Rich Halstead-Nussloch
8 April 1996
Chapters 3-6 Plus
Chapter 3 - Cognitive Frameworks
- HIP (Pg. 63)
- Input or stimuli
- Encoding
- Comparison
- Response Selection
- Response Execution
- Output
- Extending Attention & Memory (pg. 64)
Memory, HIP, and HCI
- Memory
- HIP and HCI (Pg. 67)
- Representation and mental models
- Learning
- Interface metaphors and conceptual models
Broadening the Cognitive Framework
- Human factors to human actors
- Real people in real situations, etc.
- Distributed cognition--working on teams.
- Situational: Situation awareness
- Information propagation
- Breakdowns
Perception and Representation Chapter 4
- Visual perception - Cognitive Action
- Constructivist--Perceptions are constructed:
- Environmental information and sensory input
- Stored information from memory
- Ecological--Perceptions are "picked up"
from environmental information
Context and Gestalt
- Context: Exercise 4.2, page 78
- Gestalt Laws:
- Proximity -- Grouping
- Similarity -- Grouping
- Closure -- Form and figure vs. Background
- Continuity -- Form and figure vs. Background
- Symmetry -- Form and figure vs. Background
Ecological Approach
- Users are constantly engaged in actions to understand
and deal with events over time.
- We bring in information from all senses.
- Affordances:
- What objects have to make obvious how they are
used, e.g., "Push" on a door.
- Affordances can be more or less perceptually
obvious.
Representation and Interface
- Constructivist and Gestalt approaches posit an
"Internal Representation" in the user.
- GUI designers need to include critical cues in
an interface to produce a correct internal representation.
- Understand perceptual
depth (pg. 82-88)
- Understand graphical
coding (pg. 88-96)
Attention and Memory
Chapter 5
- Focusing and guiding attention
- Important -- Too much information available
- User interface
- Structure information for navigation, e.g. menus
- Spatial and temporal cues, e.g., groups
- Color, e.g., red for danger
- Alerting, e.g., flashing
Automatic vs. Controlled Cognitive Processing
- Automatic--e.g., making a corner in a car
- Fast
- Demands minimal attention
- Unavailable to consciousness
- Controlled--e.g., mental arithmetic
- Relatively slow
- Requires attention
- Requires conscious control
Memory Constraints
- Levels of processing theory--Learning is positively
related to meaningfulness:
- Familiarity--How often seen
- Imagery--Ability to evoke common images
- Meaningful
- Interfaces, i.e., not UNIX
- Icons
Meaningful Icons
- Context
- Task and Function see pg. 113
- Representational form
- Resemblance
- Exemplar
- Symbolic
- Arbitrary
- Underlying concept
- Best of both worlds
Recognition versus Recall--Overcoming Memory Constraints
- Recognition--Identifying or selecting an item
from the environment or interface
- Recall--Remembering or generating a command or
action sequence from what's inside the head
- Recognition is easier than recall
- For user interface design, there are trade-offs
as in Table 5.2, page 119
Memory and Action
- External (visual) vs. internal (non-visual)
- Cognitive aids--External memory aids, e.g., checklists,
notes
- Cognitive mnemonics--Internal memory aids, e.g.,
"Never eat soggy waffles."
- Novices--Make exploration cues visual
- Experts--Rich, internal knowledge of how to access
and interpret information
Chapter 6 - Knowledge and Mental Models
- Forms of knowledge representation
- Analogical, e.g., images
- Propositional, e.g., statements
- Distributed, e.g., networks
- Knowledge organization
- Semantic networks, e.g., hierarchies of objects
- Schemata, e.g., script for a restaurant
Mental Models
- A small-scale model of reality carried in an
organism's head
- Structural--The composition of an object and/or
how it works, e.g., subway map
- Functional--How to use an object, e.g., procedure
or task description
Mental Models
- Value and utility
- People learn rules or gist, not details
- What is learned is vague, difficult to articulate
- A mental model aids both designers and users
- Mental models in process control
- Skill-based--Interaction norms
- Rule-based--Process A resolves situation B
- Knowledge-based--Conscious analysis to resolve unexpected
situations