Week 9 Cognitive Architecture
“Classic” HCI: User/Task/Tool Model
-task, Protocol & GOMS/keystroke analysis
Command-line, menus, workplace systems
-cognitive science of conscious thought
-learning, memory, reasoning
-Sequences of operations
What if I am doing this for fun?
What if I want new insights?
What if I want to communicate with someone?
What if I am exploring a complex environment?
Conceptual knowledge, i.e. what you know and believe to be true, can’t change what you
perceive: Seeing is believing (not the other way around)
Evolving complex interactive displays
WIMP interface: visual semantics
-metaphorical tool icons on desktop
Information visualization-information processing in the visual system
–visual analogs of information
–spatial Instruments –3D interfaces
Perception, cognition, and action in an immersive multimodal environment populated with
objects events and actors
Applications in entertainment, cognition, communication
Blend of virtual and real spaces with seams
-are the rules consistent?
-can users shift between them?
-can frames support rule shifts?
Limits of Design Education
Design as reflective practice
-design critiques, reviews, etc.
Design in context of the organization
-software (hardware) engineering practices and models
-interaction with company: marketing, business strategy etc.
Design constrained by usability
-HCI guidelines, e.g. “be consistent”
Design constrained by science “facts” (note scare quotes)
-Spence’s design actions
Design as application of science
-designer capable of translating from science to design
-designer capable of translating from use to science, collaboration with scientists
Opportunities for creative design
Environments: Affordances for exploration
-spatial cognition, human space constancy theory
Support for creative & logical thinking
-problem solving, embodied cognition models
Media-based communication & collaboration
-metacognition, distributed cognition
Experience (Kansei) engineering: Moving beyond usability
Effective Interface Design for Rich Sensory Environments
The interaction between display characteristics and the information processing characteristics
of the user’s perceptual, motor, and cognitive processes will largely determine interface
performance Weber's Law-the ratio of the increment threshold to the background intensity is a constant. So
when you are in a noisy environment you must shout to be heard while a whisper works in a
quiet room. And when you measure increment thresholds on various intensity backgrounds,
the thresholds increase in proportion to the background.
Weber’s Law → Design Action?
How much brighter do I need to make this color so my users can tell a difference?
How much __________do I need to make this __________s