Spring 2007Human Performance 1H2 Dr. C. Baber 1 Human Performance 1H2 Chris Baber.
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Transcript of Spring 2007Human Performance 1H2 Dr. C. Baber 1 Human Performance 1H2 Chris Baber.
Spring 2007 Human Performance 1H2Dr. C. Baber
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Assessment
• Course-work (50%)– ONE lab report (45%)
• 2500 words• to be handed in THURSDAY week 11• to describe data collection and apply principles
from lectures
– Attendance of sessions (5%)
• Examination (50%)– 2 questions from 3– 1½ hours
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Module Objectives
• Relate cognitive psychology to human-centred system design;
• Employ basic concepts from cognitive psychology;
• Describe the use of products in terms of the requisite cognitive activities.
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Reading ListNorman, D.A.
The Design of Everyday ThingsNew York: Basic Books, 1990
http://www.baddesigns.com/index.shtml
Noyes, J.M. and Baber, C. User-Centred Design of SystemsBerlin: Springer-Verlag, 1999
Smyth, M.M. et al. Cognition in ActionLondon: LEA, 1987
Matthews, G., Davies, D.R., Westerman, S.J. and Stammers, R.B.,Human PerformanceLondon: Psychology Press, 2000
Wickens, C.D.Engineering Psychology and Human Performance,New York: Harper Collins, 1992
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Assumptions
• Much of everyday behaviour is “automatic”– Requires little conscious control– Involves learned routines– Involves expectation (based on
previous experience)– Is error-free (or at least, error-
recoverable)– Is ‘skilled’ (i.e., well-practised)
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Seven Stage Action Model[Norman, 1990]
Form intentionDevelop plan
Perform action
Object in world
Evaluate against goalInterpret object
Perceive state of object
GOAL OF PERSON
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Key point # 1
A ‘User model for designers’ assumes that people actively seek information from the environment and develop expectations of how things work; these expectations influence the ways in which people seek information.
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Key Point #2
• Human Behaviour (as far as this lecture course is concerned) can be defined in terms of:– Conscious, rational activity, such as
problem solving– Pre-conscious, ‘automatic’ activity,
such as schema-driven behaviour
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Key Point # 3
• Problem Solving involves– Framing
• Through representation• Through changing states• Through analogy
– Recognition of ‘affordances’ in the problem space
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Problem Solving• A problem is something that doesn’t solve easily
• A problem doesn’t solve easily because:– you don’t have the necessary knowledge or,– you have misrepresented part of the problem
• If at first you don’t succeed, try something else
• Tackle one part of the problem and other parts may fall into place
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Describing Problem Solving
• Move from Initial State to Goal State through Intervening States (problem space)
• More than one solution• ‘Correct’ solution limited by
boundary conditions• Active involvement and testing
– Means-Ends Analysis
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Keypoint # 4
• In order to learn the correct representation, it is necessary to undo the incorrect representation
• This means that acquiring new knowledge might mean effortfully removing erroneous, old knowledge
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Key point # 5
PERCEPTION involves a set of active processes that impose:
STRUCTURE, STABILITY,
and MEANING on the world
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Key point # 6
• Perception limits are set by sensory / neural mechanisms; but beyond these limits, perception can be cognitively controlled;
• Sensory experiences interpreted in a CONTEXT and derive from a variety of sources
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Automaticity
• Norman and Shallice (1980)• Fully automatic processing controlled by
SCHEMATA
• Partially automatic processing controlled by either Contention Scheduling
• Supervisory Attentional System (SAS)
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Supervisory Attentional System Model
Perceptual System
SupervisoryAttentional
System
Effector System
Contentionscheduling
Triggerdatabase
Control schema
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Contention Scheduling• Gear changing when driving involves many
routine activities but is performed ‘automatically’ – without conscious awareness
• When routines clash, relative importance is used to determine which to perform – Contention Scheduling
• e.g., right foot on brake or clutch
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SAS activation
• Driving on roundabouts in France– Inhibit ‘look right’; Activate ‘look left’– SAS to over-ride habitual actions
• SAS active when:• Danger, Choice of response, Novelty etc.
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Attentional Slips and Lapses
• Habitual actions become automatic• SAS inhibits habit• Perserveration
• When SAS does not inhibit and habit proceeds
• Distraction• Irrelevant objects attract attention• Utilisation behaviour: patients with frontal lobe
damage will reach for object close to hand even when told not to
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Key point # 7
• The design of displayed information INFLUENCES how the user can use that information;
• The design of displayed information should support EXTRACTION of relevant information
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Density and Clutter
• Density is related to available screen space– E.g 80 x 24 line display = 1920
character spaces• The proportion of filled spaces =
Density• Density averages 25% but rarely
exceeds 50%
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Levels of Density
70% density 50% density 30% density
Shneiderman, 1992
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Reducing DensityGrouping / tabulating; Reduce number of words; Reduce number of characters
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Conclusions
• Understanding basic Gestalt principles helps manage focus
• Some objects on a display are more conspicuous than others– Use highlighting sparingly
• Some objects form ‘perceptual groups’ – Use this to help design screen layout and
to minimise risk of confusion
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Keypoint # 8
• Working memory is a volatile storage medium.
• Do not expect people to remember complex information, particularly if they are doing something else at the same time.
• Design information to keep within memory limits, e.g., no more than 9 items to a list