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Models of Human Performance Dr. Chris Baber. 2 Objectives Introduce theory-based models for predicting human performance Introduce competence-based models.

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Presentation on theme: "Models of Human Performance Dr. Chris Baber. 2 Objectives Introduce theory-based models for predicting human performance Introduce competence-based models."— Presentation transcript:

1 Models of Human Performance Dr. Chris Baber

2 2 Objectives Introduce theory-based models for predicting human performance Introduce competence-based models for assessing cognitive activity Relate modelling to interactive systems design and evaluation

3 3 Some Background Reading Dix, A et al., 1998, Human-Computer Interaction (chapters 6 and 7) London: Prentice Hall Anderson, J.R., 1983, The Architecture of Cognition, Harvard, MA: Harvard University Press Card, S.K. et al., 1983, The Psychology of Human- Computer Interaction, Hillsdale, NJ: LEA Carroll, J., 2003, HCI Models, Theories and Frameworks: towards a multidisciplinary science, (chapters 1, 3, 4, 5) San Francisco, CA: Morgan Kaufman

4 4 Assessment 1½ hour written examination

5 5 Task Models Researcher’s Model of User, in terms of tasks Describe typical activities Reduce activities to generic sequences Provide basis for design

6 6 Pros and Cons of Modelling PROS Consistent description through (semi) formal representations Set of ‘typical’ examples Allows prediction / description of performance CONS Selective (some things don’t fit into models) Assumption of invariability Misses creative, flexible, non-standard activity

7 7 Generic Model Process? Define system: {goals, activity, tasks, entities, parameters} Abstract to semantic level Define syntax / representation Define interaction Check for consistency and completeness Predict / describe performance Evaluate results Modify model

8 8 Hierarchical Task Analysis Activity assumed to consist of TASKS performed in pursuit of GOALS Goals can be broken into SUBGOALS, which can be broken into tasks Hierarchy (Tree) description

9 9 Hierarchical Task Description

10 10 The “Analysis” comes from plans PLANS = conditions for combining tasks Fixed Sequence P0: 1 > 2 > exit Contingent Fixed Sequence P1: 1 > when state X achieved > 2 > exit P1.1: 1.1 > 1.2 > wait for X time > 1.3 > exit Decision P2: 1 > 2 > If condition X then 3, elseif condition Y then 4 > 5 > exit

11 11 Performance vs. Competence Performance Models Make statements and predictions about the time, effort or likelihood of error when performing specific tasks; Competence Models Make statements about what a given user knows and how this knowledge might be organised.

12 12 Production Systems Rules = (Procedural) Knowledge Working memory = state of the world Control strategies = way of applying knowledge

13 13 Production Systems Architecture of a production system: Rule base Working Memory Interpreter

14 14 The Problem of Control Rules are useless without a useful way to apply them Need a consistent, reliable, useful way to control the way rules are applied Different architectures / systems use different control strategies to produce different results

15 15 Production Rules IF condition THEN action e.g., IF ship is docked And free-floating ships THEN launch ship IF dock is free And Ship matches THEN dock ship

16 16 States, Operators, And Reasoning (SOAR) http://www.isi.edu/soar/soar.html http://www.isi.edu/soar/soar.html

17 17 States, Operators, And Reasoning (SOAR) Sequel of General Problem Solver (Newell and Simon, 1960) SOAR seeks to apply operators to states within a problem space to achieve a goal. SOAR assumes that actor uses all available knowledge in problem-solving

18 18 Soar as a Unified Theory of Cognition Intelligence = problem solving + learning Cognition seen as search in problem spaces All knowledge is encoded as productions  a single type of knowledge All learning is done by chunking  a single type of learning

19 19 Young, R.M., Ritter, F., Jones, G. 1998 "Online Psychological Soar Tutorial" available at: http://www.psychology.nottingham.ac.uk/sta ff/Frank.Ritter/pst/pst-tutorial.html http://www.psychology.nottingham.ac.uk/sta ff/Frank.Ritter/pst/pst-tutorial.html

20 20 SOAR Activity Operators: Transform a state via some action State: A representation of possible stages of progress in the problem Problem space: States and operators that can be used to achieve a goal. Goal: Some desired situation.

21 21 SOAR Activity Problem solving = applying an Operator to a State in order to move through a Problem Space to reach a Goal. Impasse = Where an Operator cannot be applied to a State, and so it is not possible to move forward in the Problem Space. This becomes a new problem to be solved. Soar can learn by storing solutions to past problems as chunks and applying them when it encounters the same problem again

22 22 SOAR Architecture Chunking mechanism Production memory Pattern  Action Decision procedure Working memory Manager Preferences Objects Conflict stack Working memory

23 23 Explanation Working Memory Data for current activity, organized into objects Production Memory Contains production rules Chunking mechanism Collapses successful sequences of operators into chunks for re-use

24 24 3 levels in soar Symbolic – the programming level Rules programmed into Soar that match circumstances and perform specific actions Problem space – states & goals The set of goals, states, operators, and context. Knowledge – embodied in the rules The knowledge of how to act on the problem/world, how to choose between different operators, and any learned chunks from previous problem solving

25 25 How does it work? A problem is encoded as a current state and a desired state (goal) Operators are applied to move from one state to another There is success if the desired state matches the current state Operators are proposed by productions, with preferences biasing choices in specific circumstances Productions fire in parallel

26 26 Impasses If no operator is proposed, or if there is a tie between operators, or if Soar does not know what to do with an operator, there is an impasse When there are impasses, Soar sets a new goal (resolve the impasse) and creates a new state Impasses may be stacked When one impasse is solved, Soar pops up to the previous goal

27 27 Learning Learning occurs by chunking the conditions and the actions of the impasses that have been resolved Chunks can immediately used in further problem-solving behaviour

28 28 Conclusions It may be too "unified" Single learning mechanism Single knowledge representation Uniform problem state It does not take neuropsychological evidence into account (cf. ACT-R) There may be non-symbolic intelligence, e.g. neural nets etc not abstractable to the symbolic level


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