Cognitive Modeling 1 Predicting thougts and actions

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Presentation transcript:

Cognitive Modeling 1 Predicting thougts and actions Agenda Human’s role in HCI Predictive evaluation (continued) Cognitive modeling - Model Human Processor - GOMS - Cognitive Complexity Theory - Keystroke-level models

Human Role How is human viewed in HCI What is human role? Different roles engender different frameworks Fall 2002 CS/PSY 6750

Roles 1. Human = Sensory processor 2. Human = Interpreter/Predicter Experimental psych, sensory psych 2. Human = Interpreter/Predicter Cognitive psych, AI 3. Human = Actor in environment Activity theory, ethnography, ecological psych Fall 2002 CS/PSY 6750

What Makes a System Usable 1. Human = Sensory processor Usability = Fit within human limits 2. Human = Interpreter/Predicter Usability = Fit with knowledge 3. Human = Actor in environment Usability = Fit with task and social context Fall 2002 CS/PSY 6750

Evaluation Techniques 1. Human = Sensory processor Quantitative experiments 2. Human = Interpreter/Predicter Task analysis, cognitive walkthrough 3. Human = Actor in environment Ethnographic field work, participatory design Fall 2002 CS/PSY 6750

Two Views of Interaction Interaction with Software system is a tool or machine Interface is a usability-engineered membrane Human-as-processor & -interpreter models Interaction through Software is a medium used to interact with task objects or other people Interface plays a role in social context Human-as-interpreter & -actor models Fall 2002 CS/PSY 6750

Cognitive/User Modeling Idea: If we can build a model of how a user works, then we can predict how s/he will interact with the interface Predictive modeling, predictive evaluation We do not even need a mock-up or prototype Fall 2002 CS/PSY 6750

Components Model some aspects of user’s understanding, knowledge, intentions and processing Vary in representation levels: high level plans and problem-solving to low level motor actions such as keypresses Fall 2002 CS/PSY 6750

Differing Approaches Many different modeling techniques exist Human as information processing machine Many subfamilies and related models (Today) Human as actor in context Situation action, Activity theory, Distributed cognition (To come later…) Fall 2002 CS/PSY 6750

1. Model Human Processor Consider humans as information processing systems Predicting performance Not deciding how one would act A “procedural” model People learn to use products by generating rules for their use and “running” their mental model while interacting with system From Card, Moran, and Newell (1980’s) Fall 2002 CS/PSY 6750

MHP Components Set of memories and processors together Set of “principles of operation” Discrete, sequential model Each stage has timing characteristics (add the stage times to get overall performance times) Fall 2002 CS/PSY 6750

3 (Three) Subsystems Perceptual, cognitive and motor Each has own memories and processors Fundamental recognize-act cycle of behavior Contents of working memory trigger actions held in long-term memory Fall 2002 CS/PSY 6750

Perceptual System Consists of sensors and associated buffer memories Most important memories being visual image store and audio image store Hold output of sensory system while it is being symbolically coded Fall 2002 CS/PSY 6750

Cognitive System Receives symbolically coded information from sensory image stores in its working memory Uses that with previously stored information in long-term memory to make decisions on how to respond Fall 2002 CS/PSY 6750

Motor System Carries out appropriate response Fall 2002 CS/PSY 6750

Principles of Operation Set of principles that describe how behavior occurs (based on experimental findings about humans) Recognize-act cycle, variable perceptual processor rate, encoding specificity, discrimination, variable cognitive processor rate, Fitt’s law, Power law of practice, uncertainty, rationality, problem space Fall 2002 CS/PSY 6750

Fall 2002 CS/PSY 6750

Related Modeling Techniques Many techniques fall within this “human as information processor” model Common thread - hierarchical decomposition Divide behaviors into smaller chunks Questions: What is unit chunk? When to start/stop? Fall 2002 CS/PSY 6750

2. GOMS Goals, Operators, Methods, Selection Rules Developed by Card, Moran and Newell Probably the most widely known and used technique in this family Fall 2002 CS/PSY 6750

Assumptions “Expert” is performing UI operations Interacting with system is problem solving Decompose into subproblems Determine goals to attack problem Know sequence of operations used to achieve the goals Timing values for each operation Fall 2002 CS/PSY 6750

Goal End state trying to achieve Then decompose into subgoals Select sentence Moved sentence Cut sentence Move to new spot Paste sentence Place it Fall 2002 CS/PSY 6750

Operators Basic actions available for performing a task (lowest level actions) Examples: move mouse pointer, drag, press key, read dialog box, … Fall 2002 CS/PSY 6750

Methods Sequence of operators (procedures) for accomplishing a goal (may be multiple) Example: Select sentence Move mouse pointer to first word Depress button Drag to last word Release Fall 2002 CS/PSY 6750

Selection Rules Invoked when there is a choice of a method GOMS attempts to predict which methods will be used Example: Could cut sentence either by menu pulldown or by ctrl-x Fall 2002 CS/PSY 6750

GOMS Procedure Walk through sequence of steps Assign each an approximate time duration -> Know overall performance time (Can be tedious) Fall 2002 CS/PSY 6750

Application NYNEX telephone operation system GOMS analysis used to determine critical path, time to complete typical task Determined that new system would actually be slower Abandoned, saving millions of dollars Fall 2002 CS/PSY 6750

Limitations GOMS is not for Why? Tasks where steps are not well understood Inexperienced users Why? Fall 2002 CS/PSY 6750

GOMS Variants GOMS is often combined with a keystroke level analysis KLM - Keystroke level model Analyze only observable behaviors such as keypresses, mouse movements Low-level GOMS where method is given Tasks split into two phases Acquisition of task - user builds mental rep. Execution of task - using system facilities KLM predicts Fall 2002 CS/PSY 6750

Procedure How KLM works Chart on next slide Assigns times to different operators Plus: Rules for adding M’s (mental preparations) in certain spots Chart on next slide Fall 2002 CS/PSY 6750

Fall 2002 CS/PSY 6750

Fall 2002 CS/PSY 6750

Example Move Sentence 1. Select sentence Reach for mouse H 0.40 Point to first word P 1.10 Click button down K 0.60 Drag to last word P 1.20 Release K 0.60 3.90 secs 2. Cut sentence Press, hold ^ Point to menu Press and release ‘x’ or Press and hold mouse Release ^ Move to “cut” Release 3. ... Fall 2002 CS/PSY 6750

Other GOMS Variants NGOMSL (Kieras) Very similar to GOMS Goals expressed as noun-action pair, eg., delete word Same predictions as other methods More sophisticated, incorporates learning, consistency Handles expert-novice difference, etc. Fall 2002 CS/PSY 6750

3. Production Systems Cognitive Complexity Theory Uses goal decomposition from GOMS and provides more predictive power Goal-like hierarchy expressed using production rules if condition, then action Makes a generalized transition network From Kieras and Polson Fall 2002 CS/PSY 6750

Modeling Problems 1. Terminology - example High frequency use experts - cmd language Infrequent novices - menus What’s “frequent”, “novice”? 2. Dependent on “grain of analysis” employed Can break down getting a cup of coffee into 7, 20, or 50 tasks That affects number of rules and their types Fall 2002 CS/PSY 6750

Modeling Problems (contd.) 3. Does not involve user per se Don’t inform designer of what user wants 4. Time-consuming and lengthy 5. One user, one computer model No social context Fall 2002 CS/PSY 6750