Introduction Previous lecture introduced production rule system models: HCI Lecture 9: Cognitive Models II Decompose task goals into methods consisting of operations Express as IF-THEN rules that determine what the user will do, depending on their working memory content Include some co-ordination/selection mechanism Run the user model to make predictions about the interface Barbara Webb These have several limitations, in particular: Require complex hand design of large rule sets even for simple Key points: tasks (e.g. close a window, find a menu item) CPM-GOMS Situated cognition & EPIC High level models Models user as a disembodied, rational, sequential actor Three examples of recent work that address some of these issues: Parallel processes using CPM-GOMS, automated in APEX EPIC sensorimotor models High level formalism for ‘cognitively plausible’ behaviour UG4: HCI Lecture 1 1 CPM-GOMS 2 CPM-GOMS Recall the ‘Model Expressed as a PERT chart, e.g. “slow move click” Human Processor’ Cognitive, Perceptual, Motor (CPM-) GOMS recognises that the subsystems can work in parallel, subject to constraints of information flow Total time to do a task will depend on these interdependencies UG4: HCI Lecture 1 UG4: HCI Lecture 1 3 CPM-GOMS 4 CPM-GOMS + APEX Still difficult to do by hand, particularly if want to interlace Can store common actions (like mouse click) as templates For higher level task, can link together series of templates subtasks (i.e. allow later tasks to use free resources) showing interdependencies Can then calculate total time for ‘critical path’ Automated approach (John et al 2002) comes from using reactive planner architecture APEX Limited parallel resources (e.g. perceptual, motor, cognitive) Procedure description language (= methods & operations) Selection operator Specify preconditions (task A must complete before task B can start) or priority (if task C and D are competing for same resource) APEX then generates the sequencing, with appropriate interleaving Dynamic task scheduling, i.e. can respond to environmental change Precoded low level procedures can be called by high level (the designer does not need to know the psychological details) UG4: HCI Lecture 1 5 UG4: HCI Lecture 1 6 Example: ATM withdrawal Example: ATM withdrawal Models fits well with actual time data (for practiced performers) UG4: HCI Lecture 1 UG4: HCI Lecture 1 7 Situated cognition 8 EPIC Having the right representation of a task or problem can allow EPIC architecture includes some sensorimotor detail direct solution by our perceptual system Cognition is not just ‘in the head’ but depends on our sensory and motor interfaces ‘Situated’, ‘embodied’ and ‘distributed’ cognition Standard cognitive models tend to assume categories (‘target’, ‘card slot’) but “what we perceive as properties and events is constructed in the course of coordinated activity” Clancy 1994 I.e. need physical and social experience of cards and slots to recognise a card slot Suggests cognitive models in HCI need to include at least some details (beyond time lags) of our sensor and motor interfaces UG4: HCI Lecture 1 UG4: HCI Lecture 1 9 EPIC 10 EPIC For visual processing, models field of view and eye movements; Knowledge of different object properties depends on location of Used to model visual search for different layouts (n.b. guided vs. bottom-up attention) and compared to eye-tracking results (Hornof & Halverson, 2003) target (e.g. only know text content in fovea) UG4: HCI Lecture 1 11 UG4: HCI Lecture 1 12 Formalising cognitively plausible behaviour EPIC Results supply concrete Do cognitive models have to include more and more detail to be justification for a number of layout recommendations: People use hierarchy and will focus on one level at a time: so support search with salient labels and ease of eye movements between them, e.g. by use of white space Can examine more than one item in a fixation: hence use vertical lists and left justify Ocular motor system is primed for (or even anticipates) response to visual onset: added reason why slow response times are annoying for users. UG4: HCI Lecture 1 useful for HCI? “The best model of a cat is another, or preferably the same, cat” UG4: HCI Lecture 1 13 Formalising cognitively plausible behaviour Non-deterministic temporally guarded action rules Provide set of plausible behaviours that might be executed next Several types, e.g.: (lack of feedback) No option termination: interaction finished if apparently nothing can Omission – termination of behaviour after goal achieved but without communication goal (insert money first or make choice first?) subtask completion (have ticket, but forget to retrieve credit card) do next (e.g. if machine doesn’t say to wait) (e.g. put coins in visible slot) Communication goal behaviour: knowledge of subgoals means will perform behaviour to achieve them given opportunity Mental triggers: commitment to performing a behaviour that cannot be revoked They also suggest design rules: Make sure goal is not achieved till entire task complete Either use forcing functions (do not give reactive cue or opportunity to discharge communication goal except at correct moment OR be permissive about the ordering of events. Give immediate feedback to prevent repetition or no option termination UG4: HCI Lecture 1 15 Summary 16 References Gray & Boehm-Davis (2000) Milliseconds matter: an introduction to microstrategies and to their use in describing and predicting interactive behavior. Journal of Experimental Psychology: Applied, 6: 322-335 John, B.E. et al. (2002) Automating CPM-GOMS. Proceedings of CHI 2002. Clancy, W.J. (1997) Situated cognition. Cambridge University Press (or see short paper at http://cogprints.org/661/0/133.htm) Hornof, A. & Halverson, T. (2003) Cognitive strategies and eye movements for searching hierarchical computer displays. ASM CHI 2003: Conference on Human Factors in Computing Systems, 249-256 Curzon, P. & Blandford, A. (2002) From a formal user model to design rules. Lecture Notes in Computer Science, 2545:1-15. See also: Dix et. al. sections 1.4, 5.7,12.6 Cognitive models should provide theoretical foundations for HCI decisions From level of comparing small changes in specific systems To level of justifying generic design principles In this lecture have discussed several advances that aim to: Go beyond simple production rule systems to include parallel, embodied, non-deterministic features of human action Repetition – if device continues to provide cue for reactive response Reversing order – in response to opportunity to discharge Reactive: stimulus or message from artifact prompts behaviour Combined, these predict several varieties of error, e.g. Termination: if goal achieved, interaction is finished (e.g. if have UG4: HCI Lecture 1 14 Formalising cognitively plausible behaviour ticket, leave the machine) Alternative approach (Curzon and Blandford, 2002) provides simple, formal descriptions of some generic characteristics of user behaviour Potential for providing direct proofs for some design rules Make the models themselves more usable However: There is still much we don’t know about human cognition, and any model can only include a small part of what we do know Heuristic, historic or pragmatic principles and guidelines still dominate HCI design Evaluation with real users is still essential UG4: HCI Lecture 1 17 UG4: HCI Lecture 1 18
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