OVERHEADS
SET 3: DESIGN OF INTERACTIVE SYSTEMS
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by Murray Turoff
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Department of Computer and Information Science
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New Jersey Institute of Technology
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Newark NJ, 07102
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TEL: 973 596 3399
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email: turoff@vc.njit.edu
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homepage: http://eies.njit.edu/~turoff/
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© Copyright 1998 Murray Turoff
TABLE OF CONTENTS SET 3
Writing & Composition
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@ Copyright 1998 Murray Turoff
TASK MODEL OF PROFESSIONAL WRITING
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Explore materials
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Analysis of readers
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Define objectives
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Draft material
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Verify and Revise
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Review
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Format
EXPLORE MATERIALS
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Objective: map conceptual space
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Gather raw materials
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Explore (brows, find, review, organize) materials
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Play with different clusters of ideas and relationships
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Let ideas happen
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Mechanics
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jot and posting, outline, concept diagrams, fill in holes, bottom
up, top down
ANALYSES OF READERS
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Identify readership
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Rank them
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Estimate what they know about subject
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Determine what you have to tell them
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Set goals on how much to change them
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Change knowledge and/or change attitude
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Example methods
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Estimate distance from you (circles)
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Table of concepts by reader types
FOCUS IN I
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Decide on the document you will write out of all possible
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What is over riding point
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Most important readers
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Changes to make in readers
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How to sound or tone (image of author)
FOCUS IN II
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Organize top-down hierarchical structure
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Headings re cures to reader on concepts
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Bottom Level:
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Paragraph for what you do not know well
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Page or more for material you know well
EXPLORE MATERIALS
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Objective: map conceptual space
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Gather raw materials
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Explore (brows, find, review, organize) materials
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Play with different clusters of ideas and relationships
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Let ideas happen
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Mechanics
-
jot and posting, outline, concept diagrams, fill in holes, bottom
up, top down
ANALYSES OF READERS
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Identify readership
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Rank them
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Estimate what they know about subject
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Determine what you have to tell them
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Set goals on how much to change them
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Change knowledge and/or change attitude
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Example methods
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Estimate distance from you (circles)
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Table of concepts by reader types
FOCUS IN I
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Decide on the document you will write out of all possible
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What is over riding point
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Most important readers
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Changes to make in readers
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How to sound or tone (image of author)
FOCUS IN II
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Organize top-down hierarchical structure
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Headings re cures to reader on concepts
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Bottom Level:
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Paragraph for what you do not know well
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Page or more for material you know well
WRITING 1: WRITE
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Produce usable draft for later revision
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Do not revise as you go
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Alliterative mechanics/ways
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Start to finish
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Top-down: summaries first
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Random order
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Bottom up: details first
WRITING II: PROBLEMS
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With Wording
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Mark for later
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3 strikes your out
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Keep writing
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With structure
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If minor: keep writing
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If major: rethink structure
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Think strategically
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To inform, to persuade, to signal hierarchy
FINAL STAGES
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Verify and Revise
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Goal: to turn draft into finished product
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Set priority and effort
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Syntactic: grammar, word choice, spelling,
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Semantic: objectives, structure, paragraphs, illustrations
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Lateral Improvements
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Review
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Lateral improvements: tables of contents, index, hypertext
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Formatting
DOCUMENT STRUCTURE I
| Objectives |
Writers |
Readers |
| Network |
Exploring |
Remembering |
| Hierarchy |
Organizing |
Comprehending |
| Sequence |
Encoding |
Decoding |
DOCUMENT STRUCTURE II
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Document should signal structure
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Heading clear, easy to encode
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Paragraph a single thought
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What are you going to tell them
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Tell it to them
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Tell them what you told them
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Index and Hypertext an approach to network level
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Table of contents and approach to hierarchy
READING & BROWSING AS WRITING
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Highlight (mark) what is of interest
Impose value, to consider, to use, to fix,
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Annotate: Marginal notes, hidden text
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New lateral linkages & conceptual maps
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Seek references, index, glossary, text to figure associations, earlier
related items
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Marking trails, new sequences of material
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Multiple bookmarks for interruptions of mental processes
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Copying notes
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Setting agenda for further work
MISSING REQUIREMENTS FUNCTIONALITY
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Tracking goal accomplishment
Relating reader types and objectives to actual text items
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Linguistic type analysis tools
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Concordance, document tones
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Conceptual mapping & non linear structures
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True two way Hypertext facilities and analysis
Hypothetical Hypertext Organization
for a Historian (Nelson, 1965)
OTHER MAJOR CONSIDERATIONS
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Multimedia Material
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Collaborative Composition
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Collaborative Review
USER MENTAL MODELS
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© Copyright 1998 Murray Turoff
USER MENTAL MODELS
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User model:
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Rarely verbalized
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Generally as simple as possible
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Often changes as user acquires more knowledge
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Should conform to psychological requirements
INTERACTING OBJECTS & EVENTS
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Casual commonsense
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Users select (work on) object(s) first
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Text object and member object results in mail sent
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Text object and wastebasket deletes object
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Chain of events (episodic memory)
Set of states for what occurs
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Functions implicit
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More ambiguous and fuzzy
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Automatic/parallel processing
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Event driven
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Easy trail and error learning
COMMANDS: VARIABLES AND RULES
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Deterministic reasoning
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Measured by:
Observed variables and rules between variables
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User selects actions via command choices
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Conscious and Serial Processing
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Greater learning overhead
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Greater manipulation and leverage when mastered
MENTAL MODEL GUIDELINES I
Users want to subdivide and classify (encode) system in semantic
memory
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If system state is not obvious user will encode it their own way
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People do not mind dealing with complexity if they can control it.
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Both data driven and function driven modes should be catered to
MENTAL MODEL GUIDELINES II
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Low level of system to deal with event driven processes (reactive)
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Higher level driven by goals and motives (strategic)
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Problem is possible lateral processing between bottom level nodes
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Hierarchy is not a good model for human mental models
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Data domain for association, recognition and matching.
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Functional domain for abduction, deductions, and induction.
MENTAL MODEL GUIDELINES III
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Users should understand any inference process
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Structure of grouped data should be evident and meaningful
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Data manipulation should exhibit results rather than just inform it
is done
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Only one exit and one entry to a process should be used
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Divergent choices should be at end or beginning of process not in middle
MENTAL MODEL GUIDELINES IV
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Form data chunks that are used throughout the application
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Verbal mediation: within system important words should take on specialized
meanings
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Model processes in the interface to the level of detail which the user
can affect, but no more
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Processes should be grouped together to higher level (e.g. all updating
tasks)
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Lower level processes should be the same wherever they are (e.g. search)
MENTAL MODEL MATCHING MECHANISMS
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T(task) = T(acquire) + T(execute)
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Acquisition is main problem in reduction of time
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Use users cognitive model
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Matching mechanisms
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Syntactic (grammar)
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Parametric (form, color, shape)
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Semantic (words, phrases)
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Pragmatic (meaning in context)
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Iconic (Visual patterns)
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Episodic (event sequences)
MENTAL MODEL KNOWLEDGE
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Task knowing: Goal and subtasks to be accomplished
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Interface knowing: Mechanics of accomplishing task
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System architecture knowing: How system works
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Descriptive representations: What user currently knows
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Prescriptive representations: What user should know
GOMS
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Goals, Operators, Methods and Selection Rules
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User task goals and subgoals
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Rules to choose a method
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Sequence of operations to do a a method
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Example: several ways to find the first edit to do
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search, page scan, cursor key
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Models of processing time based upon keystroking very accurate
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Mental model: If I do this, this will happen
MENTAL MODEL TYPES I
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Surrogates: perfectly mimics targets (spreadsheets)
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Metaphors: Direct comparison between target system and something known
to the user (desktop)
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Can both aid and confuse understandings
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The atom is like a solar system!
MENTAL MODELS TYPES II
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Glass box: Attempts to represent internal subsystem (file cabinets)
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Computer literacy required
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Network: System states, user states, and transition conditions
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Problem: A flow chart is like a pipeline (gas/water, user knowledge)
MENTAL MODEL INFERENCES
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GOMS (sequence/method) approaches can predict effort but not errors
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Mental models explain errors and behavior in novel situations
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Learning involves: internalization, elaboration, and construction
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Explanations of calculators vary widely even among people who use them
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UNIX: 20 of 400 commands account for 70% of usage
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Extensive usage does not lead to power use of system without the right
metaphor
MENTAL MODEL LEARNING
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If design is based upon a model then user can be trained by teaching
the model
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Teaching a calculator by explaining internal model
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Same on standard tasks, better for novel tasks
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Some indication better learning if metaphor forces active learning
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Reading understood better if goals prior to details, but not as interesting
for fiction
METAPHOR EXAMPLES 1
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Typewriter (word-processing)
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Document (SGML, Pagemaker)
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Outline (Thinktank)
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Chalkboard, Whiteboard
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Notecards (Hypertext)
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Desktop (Star, Lisa, etc.)
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Desktop tools (sidekick)
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Dashboard
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Business forms
METAPHOR EXAMPLES 2
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Tables of data
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Spreadsheets
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Buildings
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Theater
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Roadmap
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Letters
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Post office & mail
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Spaces
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Tools
MENTAL MODEL PROBLEMS 1
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Metaphors often incomplete analogy
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Incomplete analogy creates problems
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Destructive backspace (before cursor keys)
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Paper form on screen may restrict input to fields, no marking
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However, can verify data
MENTAL MODEL PROBLEMS 2
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Metaphors often applied unevenly
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Metaphors can be more than physical world (virtual reality, games)
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Metaphors can be misleading
horseless carriage, electronic mail
MENTAL MODELS COGNITIVE STATES
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Instantiation: automatic activation process, usually based upon similarity
Mismatch stirs elaboration
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Elaboration: mapping structure by goal matching and checking inferences
Confirmation of inferences lead to consolidation
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Consolidation: creation of model, condensing into single representation
MENTAL MODEL PROPERTIES
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Base specificity: degree to which it specifies the target
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Clarity: degree of one to one correspondence
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Abstraction: degree of generality
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Richness: expandability
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Base exhaustiveness: covers whole of target
DESIGNING METAPHORS
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Identify candidate metaphors
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Detail metaphor / software match
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User representative user scenarios
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Identify mismatches
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Identify design strategies to help users
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Manage mismatches (error checking and help)
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To describe metaphor:
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Tasks: what people do
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Methods: objects, actions
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Appearance: look and feel
MENTAL MODEL EXAMPLE
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Scenario: Viewing a document
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Metaphor: Remove document from a folder to view
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Target: Remove file form a file directory to view
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Methods:
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Metaphor: Open folder by pulling back folder cover
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Target: Open folder by double clicking folder icon
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Appearance
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Metaphor: 3-D paper folder that unfolds
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Target: 2-D icon that expands into a 2-D window
COGNITIVE APPRENTICESHIP THEORY
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Begin with task embedded in familiar activity (by example)
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Provides scaffolding for unfamiliar task
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Point to different decompositions
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Stress heuristics are not absolute
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Allow learner to generate their own paths
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Enculturating / situated cognition
MINIMAL MANUAL
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Focus on real tasks not overviews
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Don’t explain menu but show how to create a message
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Explain principle errors users makes as determined by protocol analysis
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Coordinate writing with the use of the screens
"Can you find this prompt on the screen?"
MENTAL MODELS OBSERVATION
"Metaphors are not just good or bad descriptions of their targets,
rather they are stimulating or unstimulating invitations to see the domain
in a new light." - Carrol
COGNITIVE CONSIDERATIONS
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© Copyright 1998 Murray Turoff
THE MAGIC NUMBER 7+-2
1776149219181941, 1776 1492 1918 1941
553447916, 553-44-7916
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Limited channel capacity, short term memory
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Information Theory predicts capacity
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Learning strategies
People reorganize information to overcome limitations
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Examples in literature: the seven seas, the seven wonders of the world,
the seven sins
RECIPROCAL RELATIONSHIP
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Cognitive Psychology & Information Processing
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Memory models, learning theories
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Language processing, image processing
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organization, structuring, clustering, filtering data
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Coding and Decoding of data
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Levels of memory
HUMAN FACTORS AND ENGINEERING
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Stimulus response models
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Perception and image processing
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Signal / noise relationships
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Physiological responses
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Signal detection theory
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Choice reaction time
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Decision performance
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Stress reactions
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Filtering efficiency
COMMUNICATIONS AND INFORMATION THEORY
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Communication channels
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Capacity and coding
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Serial and parallel processing
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Uncertainty and Ambiguity
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Transaction and Value models
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Subjective information processing
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Estimations of costs, efforts, probabilities
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Human biases
MORSE CODE CODING
Letter
Code
Probability
e
*
.131
t
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.105
a
*-
.082
x
*-**
.0012
z
****
.0008
TRANSFORMATION FROM DATA TO INFORMATION
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Classical: value in the content and in the rarity of occurrence
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Economic: value in significance for the objective
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Behavioral: value in the transactional understanding (exchange) between
sender and receiver
GENERAL CONCEPTS
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Information flow
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Decoupling & Slack resources (buffers)
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Hierarchical, networking, & associative memory structures
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Forgetting, Attention, Negative vs. Positive memory Retrieval
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Cueing, encoding and decoding
INFORMATION OVERLOAD
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Performance linear with data rate until one exceeds 7 bits/sec
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At that point the performance levels out and then decreases (errors
increase)
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Stress sets in and data is sampled (some ignored) to keep up with input
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Both short term memory limitations and speed accuracy tradeoff at work
CHOICE REACTION TIME (CRT)
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Stimulus preprocessed
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Stimulus compared until categorized
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Categorization is basis for response selection
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Subject programs his response execution
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Proportional in time to log of choices
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Consistent with classical information theory
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40 msec per item, 400 msec initial setup
SERIAL AND PARALLEL PROCESSING
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CRT Serial, Typing and phone numbers parallel
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Scanning for:
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(K, Z), OR (K, O), OR (O, C)
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K OR (K, Z) SAME TIME
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(K, O) DOUBLE TIME
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Assume preprocessors for senses that can be programmed by practice
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Processes become transparent
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Example: People scanning newspapers for clients
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Speed independent of number of clients
SPEED-ACCURACY TRADE-OFF
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Extreme accuracy emphases
Slow, maximum accuracy
Fast, very low accuracy
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Humans can choose tradeoff point
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Signal Detection Theory
SIGNAL DETECTION THEORY I
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Human sets:
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Upper threshold and anything above
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Fast positive response
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Small number of false alarms
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Lower Threshold and anything below
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Fast negative responses
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Small Number of misses
SIGNAL DETECTION THEORY II
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Between thresholds
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Memory search yielding
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Slower positive and negative responses
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Increasing familiarity is along the x axis.
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Practice and learning improves performance
RECOGNITION DECISION FLOW
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Stimulus presented
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Encoding and access to familiarity value
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Respond immediately
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Yes, activate response
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Response output
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Practice and learning improve performance
COGNITIVE CONSIDERATIONS I
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Difficult to construct commands that are "natural"
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Natural implies existence of goal-action association
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Command hierarchy is one approach
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Get.list, Get.scan, Get.view
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list for headings
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scan for abstract
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view for total object
COGNITIVE CONSIDERATIONS II
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Number of rules to decompose a goal into subgoals and to execute the
sequence of actions predicts learning time
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Learning programming language = 200 - 500 hours
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Number of thoughts to construct next action predicts delay
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Choice Reaction Time in Cognitive theory
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Amount needed in short term memory predicts errors
COGNITIVE CONSIDERATIONS III
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Visual layout found to be very important and not predicted by grammar
rules
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Not much in guidelines
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Attention, visual masking, stimulus recognition
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Reduction of the number of rules needed is an objective
Deleting sentence should be same rule as deleting paragraph
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Training wheels: introduce only subset of system
COGNITIVE CONSIDERATIONS IV
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Metaphors should not be mechanistic
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Whether or not system uses metaphor in the design the user will formulate
one
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Mail metaphor is an example of limiting the understanding of what is
possible
USERS AND TASKS
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Individual Differences
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Abilities, skills, backgrounds, cognitive style
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Data difficult to use by designers, but is often used to determine jobs
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Often tied to problem solving task which is easier to deal with
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Very useful to have task taxonomy
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Designers familiar with task domain usually do better job
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Methods such as protocol and participant observation useful in gaining
task understanding
CONCEPTUAL OBSERVATIONS
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Designer’s information about the user and his task is mostly imagination
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User interface information flow alone is too low to make interaction
satisfactory (direct manipulation limit)
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Source of greater information: mental models and task analysis (understanding)
TASK PROBLEMS I
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Cognitive dissonance: regret for a non chosen alternative
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Difficult to judge an interactive system, as a result users adapt if
they are motivated to do.
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Homeostasis: a system easier to use will be used for more complex things
provided it has the functionality
USER & TASK PROPERTIES
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© Copyright 1998 Murray Turoff
TASK PROBLEMS II
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Satisfying: flexible systems will permit users to adopt to non-optimal
strategies easier to learn
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Hawthorn effect: paying attention to users will cause change in work
behavior
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Skill development may eliminate knowledge development: skilled typist
does not know where key is
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IRS style interaction
WHORFIAN HYPOTHESIS
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How we perceive and think about the world depends on the language available
to us
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Arabs have many words for camels, Eskimos for snow, English for vehicles,
Japanese for tuna, etc.
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Still only one word for bug!
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Interface design often bottom up
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Limited designs camouflaged by adding new features
GOOD DESIGNING
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A design should be task specific
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A design should have predictable performance
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Designs should be iterative and evolutionary
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Design has more control than evaluation, initial design must be a "go"
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A design should be simple
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The golden rule is that there are no golden rules - Shaw
ERROR ANALYSIS
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Error frequency analyses can be very indicative of design of problems
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Single most important monitoring function
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Syntactic errors can be used to trigger learning aids
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Conceptual errors where current challenge is
USER TASKS
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Trap of designing a system which reinforces current user behavior
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Micro and macro understanding of task
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Micro = cognitive level
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Macro = task functional level
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Predicting new functionality for users
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Example: classifying communications of a manager
USER TASKS
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Paper simulation
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User observation
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Participant observation
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Protocol analysis applied to task
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Prototyping and mock ups of alternatives
TASK MODEL APPROACHES I
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Control system models
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Physiological
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Speed / error assessment
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Network function sequence models
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Statistical
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Behavior patterns
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Decision theory models
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Deductive
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Task strategies, e.g. searching
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Information processing models
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Memory, attention
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Recognition
TASK MODEL APPROACHES II
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Problem solving models
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Macro Behavior
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Goals, objectives, evaluation of context
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Cognitive models
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Micro behavior
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Scanning, specificity, etc.
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Mental (metaphor) Models
PROBLEM OF TASK ALLOCATION:
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What to give to the user and what to give to the computer to do
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Choosing problem solving aids
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Not unitary, not one aid for each situation
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Both task and user experience involved
DIALOGUE PROPERTIES
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Initiative: Computer or user
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Flexibility: Number of ways a user can accomplish a given task
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Power: Amount of work done by the system in response to a single action
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Information load: degree to which the interaction absorbs memory processing
resources of the user.
INTERFACE BUGS
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Saturate short term memory
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Doing something the wrong way
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Not allowing something to be done
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Structural: user can do XY but not YX
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Mode confusion
DESIGN PRINCIPLES
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Make explanations brief
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Essential part of design is to be able to explain it
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A structural model or appropriate metaphors is key to understanding
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Mendeleev’s periodic table and impact on chemistry
PROBLEM SOLVING SUBTASKS
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Problem recognition
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Problem definition
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Goal Definition
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Criteria generation
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Strategy selection
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Alternative solution generation
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Alternative solution evaluation
INTERACTION AS A PROBLEM SOLVING PROCESSES
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1. Goals and intentions
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2. Specification of actions
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3. Mapping from goal to actions
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4. Translation from cognitive to physical
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5. Perceiving physical state of system
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6. Determining control mechanisms
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7. Mapping physical to control
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8. Executing control
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9. Evaluating outcomes
Nature of Problem Solving I
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Based upon successful experiences
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Not sequential as person can start at any step
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Outcome often cause cycling back through process
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Individual cognitive styles make individuals better at certain aspects
of problem solving
-
Experts differ in approach from novices (most of us novices in relation
to our clients)
Nature of Problem Solving II
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Groups face to face do it sequential
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As individuals we learn it sequential
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Novices follow sequential pattern
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Experts highly iterative and non linear in approach
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Experts utilizing rich knowledge of
Objectives, criteria, solutions, measures, etc.
Phase One: Understanding and Defining the Problem
Define problem, Preparation, Clarify problem, Represent Problem,
Find Facts, Find problem, Intelligence, Get total picture, Analyze problem,
List what is known, Develop problem statement, Gather information, Assess
situation, Identify problem
Phase Two: Planning the solution
Suggest possible solutions, Incubation, Illumination, Devise plan,
Production, Search for clues, Evaluate alternatives, Find idea, Choice,
Withhold judgment, Model, List what is needed, list possible actions, Generate
potential solutions, Plan strategy, Diagram problem, recall content, explore
alternative strategies
Phase three: Designing and Implementing the Solution
Reason about solution, Incubation, Illumination, Carry out plan,
Accept an alternative, Find solution, Design implementation, Change representation,
Ask questions, Analyze information, Refine and implement solution, Implement
plan, Apply content and strategies, Monitor work in progress
Phase four: Verifying and presenting the results
Test and prove, Verification, Look back, Judgment, Test Solution,
Find acceptance, Doubt results, Present findings, Verify and test solution,
communicate results, Assess solution product and process
Authors
Dewey, Wallas, Polya, Johnson, Kingley & Garry, Osborn &
Parnes, Simon, Rubinstein, Steplen, Gallagher & Workmn, Etter, Meier,
Hovde & Meier, Hartman
Framework for Decision Making I
Formulation
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Problem Definition
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Determination of Objectives
-
Determination of Measures for Objectives (criteria)
-
Identification of Possible Alternatives
-
Determination of measures of accomplishments for alternatives
Framework for Decision Making II
Analyses
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Determination of the structure of the problem (interaction model of
the objectives and the alternatives)
-
Determination of impacts of alternatives
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Sensitivity of alternatives to changes in given
-
conditions (risk analysis)
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Optimization or refinement of alternatives to best serve the objectives
Decision
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Final evaluation of each alternative
-
Consider action, implementation, resource plan for each possible alternative
at this point.
Psychological Scales & Cognitive Style
-
© Copyright 1998 Murray Turoff
Background on Psychological Scales & Cognitive Styles
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Must be over 100 such scales
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Most have overlapping nature with others
-
Ones mentioned here have been studied in relation to Information Systems
and Decision Making Behavior
-
In the past people through up their hands about relationship to design
-
Dealing with systems to support individual and group problem solving
means we cannot continue to ignore this area
-
Open ended research area
Factors Affecting the Decision process I
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Cognitive style of decision makers
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Individual human information processing
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Biases in the acquisition, analysis and interpretation of information
-
Decision rules for individual decision situations
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Contingency task structural models
-
Decision making frameworks, organizational settings, group information
processing
Factors Affecting the Decision process II
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Cognitive Style Dimensions
Psychological type variables: sensing oriented or sensation types
vs. Intuitive oriented types
-
Problem variable: well-structured to unstructured problems
-
Methods of evidence generation
-
Methods of presentation
Psychological Scales & Cognitive
Style
@ Copyright 1998 Murray Turoff
Many aspects of cognitive style do not appear constant overtime even
with the same decision maker. External conditions such as stress and information
overload have impacts.
Decision Cognitive Style
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Decisive person makes decisions from a minimum of information and seeks
a single decision action.
-
A flexible person who also use minimum information but develop a number
of possible solutions.
-
A hierarchic person utilizes much information obtained in a through
way to identify a single acceptable decision.
-
An integrative person utilizes much information to identify a number
of potentially acceptable decisions.
Information Acquisition
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Receptive: taking it all in
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Perceptive: utilizing filters
Information Evaluation and Interpretation
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Systematic or Intuitive/Heuristic
-
Heuristic individuals utilize common sense, past experience, and intuitive
"feel" for decisions
-
Systematic individuals utilize abstract logical and models and processes
for decisions.
Cognitive Complexity & Behavior
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Differentiation
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Discrimination
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Integration
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Dogmatism
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Introversion / Extroversion
-
Tolerance for ambiguity,
Field independent / Field Dependent
-
Field dependent individuals perceive data via external frameworks
-
Field independent individuals perceive data via internal frameworks.
-
Latter better able to cope with information overload
More scales
-
Intuitive / Sensing
-
Thinking / Feeling
-
Amount of information utilized
Minimum/maximum
Single decision / many possible decisions
BEHAVIOR DIMENSION EXAMPLES
-
Abstraction vs. No Abstraction
-
Abstraction deals with strategy level
-
No abstraction deals with generating concrete items like alternatives
-
Search vs. No search
-
Search develops new strategies
-
No search using prior experience
-
Data Driven vs. Conceptually Driven
-
Data driven evaluates by data, facts, specifics.
-
Conceptually driven evaluates by concepts
OBSERVATION ABOUT GROUPS
Groups can be better problem solvers than the individual when they
are composed of individuals with complementary talents in problem solving
and can minimize group process losses. Groups made up of individuals with
the same cognitive styles might not reach as good a solution.
| Method
of Problem Solving |
Cognitive
Style |
| Changing
problem representation |
Abstraction |
| Improving
data, Consistency checking, Strategy Capture (rules) |
Data
Driven |
| Alternative
evaluation, Backtracking |
No
Abstraction, Search |
| Strategy
improvement, Decomposition & Recombination |
Abstraction,
Conceptually driven |
| Alternative
generation |
No
abstraction, Search, Conceptually driven |
| Rapid
trial & error |
No
abstraction, Search, Data driven |
| Extended
memory |
No
abstraction, Search, No search, Data driven, Conceptually driven |
MYERS-BRIGGS PERSONALITY TYPES
-
Three dimensions often used to measure a persons personality
-
Judging / Perceiving
-
Sensing / Intuiting
-
Thinking / feeling
-
Overlaps above dimensions
-
Use by some companies for determining job types
JUDGING/PERCEIVING
-
Judging type makes decisions as soon as possible
-
Perceiving type puts it off until all information is in
-
Judging type looks for goals
-
Perceiving person interested in process
SENSING/INTUITING
-
Sensing types rely on external stimuli
-
Intuiting types make decisions without external stimuli
-
Sensing needs to interact (manipulate)
-
Intuiting likes to batch work (set up leverage)
-
Sensing wants everything explicit
-
Intuiting likes to use imagination
THINKING/FEELING
-
Thinking needs explicit logic for doing something (deductive)
-
Feeling uses intuition
-
Thinking reads help and documentation before using system
-
Intuitive more inclined to trail and error
THINKING vs. FEELING
| Thinking:
logical, analytical,
scientific, dispassionate, cold, concerned with truth, rationality, theoretical,
unconcerned with people’s feelings, concerned with all encompassing theorems |
Feeling:
alogical (neither logical
nor illogical, atheoretical, poetic, artistic, passionate, warm, personal,
concerned with matters of ethics, concerned with peoples feelings, concerned
with justice, uniqueness and individuality |
SENSATION vs. INTUITION
| Sensation:
careful (risk avoider),
concerned with parts and details, lives in present, specialist, factual,
precise, realist, likes to develop single idea in depth, practical, conventional |
Intuition:
risk taker, concerned
with whole picture, lives in future, generalist, hypothetical, vague, speculative,
idealist, produces many alternative ideas, inventive, unconventional |
Overlapping Categories
|
Sensation
Internal Considerations |
Intuition
External Considerations |
| Thinking
Efficiency |
ST:
everything in its place, mathematical models, procedures and administrative
policies |
NT:
broad issues, non personal, flexible, individualistic, investment analysis,
acquisitions |
| Feeling
Effectiveness |
SF:
everyone in its place, employee evaluation, organizational structure |
NF:
team oriented, goals and strategic alternatives |
Information Concern
Examples
| ST:
units produced per man
hour, rate of return on invested capital, cost of goods sold, scrap material
per unit, sales per salesman or advertising dollar, inventory costs |
NT:
cost of capital, market
share, cost of raw materials, labor costs, product price leadership, new
product development, new market development |
| SF:
employee turnover, absenteeism,
number of grievances, employee attitudes, organizational climate, employee
commitment, interpersonal relationships |
NF:
Community satisfaction,
consumer satisfaction, identification of problems or opportunities, social
responsibility, corporate reputation |
Human Biases I
Adjustment and Anchoring
Faced with large amounts of data individual focuses on a narrow
and wrong sample
Availability
The information most easy to obtain or on hand is used.
Base Rate
* The likelihood of two events compared by the number of occurrences
or most recent occurrences and not the true rate at which they occur.
* Also gets into difference between causal probabilities and the
probabilistic calculus.
Human Biases II
Conservatism
Failure to update estimates based upon recent but contradictory information.
Data presentation context
Use of different scales, summarized as opposed to raw data,
etc.
Data Saturation
Premature conclusions on the basis of too small a sample.
Human Biases III
Desire for self-fulfilling Prophecies
Person values a certain outcome or conclusion and acquires and
analyzes only information that supports it.
Ease of recall
Using only the data that can be easily recalled
Expectations
People place more weight on information that confirms what they
expect than information that contradicts it.
Human Biases IV
Fact-Value confusion
Strongly held values may often be regarded and presented as
facts.
Fundamental Attribution Error (Success/Failure error)
Person associates success with personal ability and associates
failure with poor luck in chance events.
Gamblers fallacy
False assumption that unexpected occurrence of a "run" of some
events enhances the probability of the occurrence of an alternative event.
Human Biases V
Habit
Familiarity with a particular rule for solving a problem results
in its reuse (having a solution looking for a problem)
Hindsight
Easier to change view after the outcome has occurred than before.
Leads to recent event having more influence than total sample.
Illusion of Control
A good outcome in a chance situations may have resulted from
a poor decision. Feeling of control may not be reasonable.
Human Biases VI
Law of Small numbers
People sometimes place to much weight on a small sample of data
(e.g. success of last two or three products). They do not consider sample
size and reliability (e.g. squeaky wheels).
Order effects
Order in which information is presented affects retention. Things
at beginning and end easiest to remember.
Human Biases VII
Outcome irrelevant learning system
Use of definite decision procedure can lead to confidence in
result when result may be poor because of inability to evaluate outcomes
of choices not examined or poor hypothesis formulation.
Overconfidence
Abundance of data sometimes leads to overconfidence in decision
or in the accuracy of the data (e.g. poorly designed surveys).
Human Biases VIII
Redundancy
The more redundancy in the data, the more confidence in the
data.
Reference effect
People normally perceive and evaluate stimuli in accordance
with their past experiential level for the stimuli. Changes in reference
point often weighted more heavily than changes in the data as a whole.
Regression effect
The largest observed values of observation are used without
regression to the mean (e.g. the small number of stocks having high growth
in a year).
Human Biases IX
Regression to the mean
Thinking the actions based upon a negative outcome are the cause
of a good outcome the next time when it is all chance (e.g. student performance).
Representativeness
Results of small samples taken as representing large samples.
Selective Perceptions
People seek information that supports or confirms their views
and values.
Human Biases X
Spurious cues
Accepting the occurrence of a low probability event as a more
common event.
Wishful thinking
Preference of a decision maker for a particular combination
of decision and outcome.
Ways to help avoid cognitive bias I
-
Sample information from a broad database
-
Be sure to look for data on both sides of a hypothesis
-
Encourage the use of models and consistency analysis
-
Encourage the use of proper scaling methods
-
Analyze past decisions and the process by which they were made for
performance and outcomes
-
Determine prior good and bad decisions and outcomes
Ways to help avoid cognitive bias II
-
Encourage effective learning and reading
-
Use of structural frameworks to capture information and organize
it
-
Equal treatment of qualitative and quantitative information
-
Make sure sample characteristics (size, reliability, etc.) are associated
and presented with the data.
-
Information should be presented in several forms.
Intellectual Cripple Hypothesis
-
Slovic’s hypothesis is that humans may well be little more than masters
of the art of self deception.
-
Other evidence that humans are strongly motivated to understand,
to cope with, and to improve themselves and the environment in which they
function.
Decision Dimensions
-
Performance (effectiveness)
-
Technical (feasibility)
-
Economic (costs)
-
Social (acceptability)
-
Legal (judicial risk)
-
Political (advancement)
Models of Decision Process I
-
Rational actor model: People make rational decisions based upon the
best possible data and decision processes
-
Satisfying or bounded rationality model: seeking a decision that
is good enough to meet a set of minimum requirements.
-
Stakeholder model: People as individuals represent certain interests
or views that may be indirect conflict with others.
Models of Decision Process II
-
Bureaucratic polities, incrementalism, "muddling through" model:
maximum flexibility by no planning.
-
Relative model: Optimum decisions are not possible only the best
relative decision in the particular circumstances with the information
that can be obtained in the required time frame.
-
Complexity model: Process, culture and organizational structure are
key to good decision making.
Models of Decision Process III
-
Organizational processes model: plans and decisions are the result
of well defined organizational processes.
-
Garbage can model: what is used and done depends on what is on hand
(problems, solutions, tools); those who make the least mistakes do the
best.
Group
Collaboration & Composition
-
© copyright 1998 Murray Turoff
THE PHYSICAL SPACE FOR GROUP PROBLEM SOLVING

Group Problem Solving Characteristics
-
Links and Nodes: implicit or explicit
-
Data and Information: subjective or objective
-
Any individual can start anywhere and go in any direction.
COMPLEXITY DIMENSION
| Complexity |
Problem
Elements |
Problem
Relations |
External
Environment |
| Structured |
Known |
Known |
Known |
Semi-
structured |
Known |
Uncertain |
Uncertain |
| Unstructured |
Uncertain |
Uncertain |
Ambiguous |
| Wicked |
Ambiguous |
Ambiguous |
Unknown,
Unk Unks |
COORDINATION DIMENSION
| Approach |
Characteristics |
| Parallel |
Members
Independent
Information Exchanged
No Group View Imposed |
| Pooled |
Same
as above BUT
Group View Generated |
| Sequential |
Group
View Imposed
Group regulates discussion
Planned or static group
process
Sequential problem
solving phases |
| Reciprocal |
Group
View Imposed
Members independent
but feedback
tied to actions
Adaptive or dynamic
group process
Problem Solving Phases
Interdependent
Asynchronous with functional
relationships |
Trend Delphi Discourse
Argumentation Discourse Structure
Dynamic Discourse Visualization
Semantic Typed Hypertext
| Guilford: |
Cognition |
Convergent
Production |
Divergent
Production |
| Product\ |
Hypertext/ |
|
|
| |
Nodes |
Convergent
Links |
Divergent
Links |
| units |
detail |
specification |
elaboration |
| classes |
collection |
membership |
exclusion |
| relations |
proposition |
association |
speculation |
| systems |
summary |
path |
branch |
| transformations |
issue |
alternative |
lateral |
| implications |
observation |
inference |
extrapolation |
Group Calendar Requirements
-
Incorporation of project management system
-
User defined templates for collaborative writing
-
Integration of all computing resources
-
Single interface for the user to all resources
-
Maintenance of data structures of linked objects
-
True personification of what Hypertext meant to be
-
Two way dynamic linkages (automatic updating)
Current Document Approaches
-
Group communication is accomplished primarily through adding documents
to a database
-
Applications do not rely heavily on modifying documents once placed
in the database
-
Applications do not call for transaction processing that crosses
document boundaries
-
Group members do not need to see "up to the minute" data at all times.
Common Ground in Collaborative
Writing I
-
An important activity in collaborative writing is communicating about
changes to texts
-
Co-authors often make changes to each other’s documents
-
In a collaboration, joint authors must share and discuss their thoughts
to establish a shared common understanding of the direction and purpose
of the authorship and as the basis for the creation of new thoughts and
ideas
Common Ground in Collaborative
Writing II
-
The knowledge on which the group’s shared understanding is based
is called the ‘common ground’, developed and maintained through moment-by-moment
collaboration between conversational partners
-
Communication is essential to collaborative activity.
-
In face to face situations the common ground on which a conversation
is built is formed by the utterances made by each participant
Classical Model of Collaboration
-
Phases for oral communication: procedural, substantive, writing and
social.
-
The amount of procedural talk decreases as the group becomes more
focused on the substantive issues of the common task.
-
Three basic activities undertaken:
-
Planning the document’s contents
-
Generating and structuring content
-
Adapting content to purpose and audience
Writer Types Study
-
Characteristics of productive writers reported by Jones (1995) showed
that writers fell into two main categories:
-
‘thinkers’ who planned ahead, worked on elements of text in any order,
worked on different document sections and produced more drafts; and
-
‘doers’ who completed one section at a time, in sequence and were
more systematic.
-
‘thinkers’ were more enthusiastic, confident, and more productive
-
Observation: Thinker approach more difficulty in collaborative environment
Two philosophies of
collaborative writing
‘en-romanticism’ emphasizes the individual nature of
collaborative writing and argues that collaborative writing is essentially
individual based
‘neo-classicism’ stresses the social nature of collaborative writing
and suggests that collaboration activities are significantly influenced
by cultural and social factors.
Most computer approaches have been based on the individual writer
model (e.g. make an outline and divide it up by individual writers).
Classical Collaborative
Writing View
-
Sequential Process
-
Planning of content
-
Planning of structure
-
Writing
-
Reviewing
-
Compilation of final text
Current wisdom:
-
Most authors prefer to write alone
-
Very few works are truly co-authored.
-
Real problem:
-
Even difficult in face to face environment
-
Divide and assign common approach
-
Can we design systems that overcome difficulty for true co-authoring
-
Not design enforcement of current practices.
Problems of Collaborative
Writing
-
Lack of ability to coordinate at lower levels on a timely basis so
the whole group can step backward or forward in the process.
-
Very difficult now to change structure once initial agreement reached.
-
Classical model leaves out the idea generation phase and inhibits
bottom up construction
-
Roles (and other activities or relationships) may be constrained
by the computer system.
-
Approaches which assume that roles will fit neatly within the options
available in the system will in general not be successful because of system
enforcing abnormal, or contradicting normal, practices of work.
Collaborative Writing
Functions I
-
The task itself (the task of writing);
-
The process of collaboratively performing the task
-
The need to communicate when collaboratively performing the task
(e.g., communicating when writing collaboratively)
-
Task communication about changes
-
Meta communications about process
Collaborative Writing
Functions II
-
Organizational work concerning social interaction and organization
such as planning
-
Substantive work carried out by collaborators independently such
as drafting
-
Annotative work in the form of collaboration such as commenting and
questioning.
-
Provide for the roles of author, co-author, commentator, reader,
editor, organizer which is dependent upon the part of the text and which
may change over the duration of a task
Collaborative Requirements
I
-
Need to excise privileges at a more detailed level.
-
Privileges to:
-
Edit specific parts of a text
-
Make suggestions on specific parts of text but not edit
-
Be able to change structure and move current drafts into it.
-
Be able to link fragments of text to objectives
-
Be able to vote on changes for acceptance
Collaborative Requirements
II
-
Enhance existing relationships
-
Encourage new relationships
-
Support a variety of organizational structures
-
Support informal and formal interactions
-
Allow for changing roles of authors
-
Provide the benefits of physical proximity
Information Notifications
and Tracking
-
Must provide notification of modifications to text
-
Notifying changes to the work of the same author which
have already been incorporated into the document and so cannot be arbitrarily
changed
-
Adding non-reserved comments to the work of another
author that the commenter is happy to leave to the responsible author
-
Notifying other authors of possible objections through
reserved comments where the annotator wishes to approve or negotiate any
change
Tracking
-
Comments by anyone on a section of the document that
has proposed modifications
-
Need to always show current version and at least the
last version when major changes have been made
-
Need to have an agreement process (voting) or a person
taking the responsibility for the final decision.
Modifications to structure
-
Need for discussion of advantages and disadvantages
-
Need to dynamically see how current text fits in the
two different structures (not easy in physical form)
-
Need to match new structure to objectives
-
Need to have an agreement process in place for disagreements.
Annotation requirements
-
Delta edits which show the replacement text linked
to the total fragment of text that is to be replaced.
-
Delta edits that are inserts at a certain place.
-
Delta edits that require multiple changes to non consecutive
fragments.
-
Meta comment links that justify the delta edit (could
be done in digital voice)
-
Meta comments by author, annotator, and other reviewers.
Collaborative Requirements
-
Everyone must know what chances are being proposed
and be able to express their view if necessary.
-
Asynchronous environment necessitates each contributor
be able to distinguish new proposed changes from ones they have already
dealt with.
Design Difficulties
-
Often easier to do hand written annotations than the
computer process of creating them in multiple steps required on many systems.
-
Standard version control approaches lead to too much
complexity for the user.
-
Awareness of the activities of other authors provided
by mechanisms that are often clumsy, difficult to use effectively, and
can involve a significant cognitive overhead.
Many different "spaces"
-
Planning space
-
Content space for information gathering;
-
Argumentation space
-
Rhetorical space for creating the final hypertext document
for a specific target audience.
-
A knowledge base continuously collaboratively evolved
for which many different documents can be drawn as needed.
-
The knowledge base may be the document of choice for
the computer literate and the experts on the subjects.
Why current tools have
failed
-
Requirements for users to carry out additional work
to support their use;
-
People who do the additional work may not be those
who benefit directly from using the tool;
-
Process of designing the tool may fail because designers
have poor intuitions about applications for multiple users.
Collaborative Writing
Structure
-
No agreement on how these functions interact
-
Planning
-
Research
-
Consulting
-
Single author text generation
-
Collaborative text generation
-
Reviewing (reading and editing)
-
Commenting and argumentation
-
Private editing
-
Collaborative editing
Collaborative Data Requirements
-
Document: objectives, readers, structure description,
content, relationships
-
Participants: roles & privileges, contributions,
status, addresses, etc.
-
History information: changes, edits, votes or decision
history on changes, notifications and tracking data
-
Meta Information: Discussions on changes
Computer
Mediated Communications (CMC)
-
© Copyright
1998 Murray Turoff
CMC: A rose is a rose
e-mail, Teamware, Groupware,
Message systems, Cooperative systems, Collaborative systems, Coordination
systems, Bulletin Board systems, Group Communications, Teleconferencing
systems, Computer Conferencing (CC), Group Support Systems (GSS), Electronic
Mail Systems (EMS), Electronic Meeting Systems (EMS), Group Decision Support
Systems (GDSS), Computer Supported Cooperative Work (CSCW)
Dimensions of Human
Communication
-
Hostile versus friendly: (cooperative,
competitive
-
Superficial versus intense:
(interested, involved)
-
Different roles versus similar
roles: (equality, autocratic)
-
Informal versus formal: (reserved,
cautious, frank open)
-
Productive versus unproductive:
(task oriented, recreational, social)
Factors Influencing
Structure
-
Group size
-
Task objective: e.g. exploration,
consensus, understanding, action taking
-
Task structure: e.g. well
structured to wicked
-
Group atmosphere: e.g. friendly
to antagonistic
-
Inquiry process: e.g. deductive,
intuitive, relative, etc.
-
Nature of group: e.g. experts,
homogeneous, learning
CMC Objectives
-
Facilitation of group activities
-
Tailoring communication structures
and protocols around the nature of the application and the nature of the
group
-
Seeking Collective Intelligence:
-
Can group do better than any
of the individual members acting alone?
-
Not typical of face to face
meetings.
CMC Meta Processes
-
Human or Computer Function?
-
Regulation: sequencing, iteration,
synchronization, participation, assignment, tracking
-
Facilitation: organization,
summarization, filtering, exposure, integration, indexing
Objects of Discourse
Problems, issues, questions,
Goals, objectives, plans, Strategies, policies, agendas, Concerns, criteria,
arguments, Assumptions, viewpoints, opinions, Values, interests, tradeoffs,
compromises, Consequences, scenarios, impacts, proposals, Solutions, decisions,
projects, tasks, Allocations, possibilities, expectations
Group Process Gains
-
Synergy
-
Learning
-
Stimulation
-
Varied expertise
-
Varied problem solving style
-
More information (N heads
better than 1)
-
More objective evaluation
Group Process Losses
Socializing, Domination,
Free-riding, Cognitive inertia, Estimation biases, Attention blocking,
Air time limitations, Loss of face or status, Failure to remember, Attenuation
blocking, Information overload, Coordination problems, Concentration blocking,
Evaluation apprehension, Incomplete task analysis, Incomplete use of information
CMC Design Concepts
I
-
Provide signals of a communication
process
-
Notifications of actions by
others or by system
-
Status of members of the group
-
Content can be the address
-
Who created or modified text
or data and when they did it is always tracked
-
What a person has seen or
not seen in current form is also always tracked.
-
Text can be program: active
or adaptive
CMC Design Concepts
II
-
Varied access privileges between
members and objects
-
Human roles in the software
-
Lateral two way linkages of
material
-
Do bookkeeping of communications
for user
-
Improve group process by reduction
of process losses
-
Associate qualitative and
quantitative information
Canned Reactive Notifications
-
Endorses (item)
-
Agrees with/disagrees with
(item)
-
Requires more information
about (item)
-
Will take care of (item)
-
Suggests speeding (item) up/suggests
slowing (item) up
-
Will attend (item)/cannot
attend (item)
-
Suggests rescheduling (item)
-
Suggests more information
needed about (item)
-
Will cooperate with (item)
-
Will answer (item) later/will
hold (item) for now
-
Applauds (item)/appreciates
humor of (item)
Example Privileges
Create, Own, Burn. Delete,
Remove, Replace/Modify, Execute, Copy, Insert/Add, Append, Contribute,
View/Read, Use, Link/unlink, Target, Solicit, Render, Mark/unmark, Approve,
Reply, Assign, Take, Join, Sponsor, Act, Index, Share, Trigger, Perform,
System
Dictatorship Design
-
Review & censorship of
communications
-
Tracking of all actions and
communications for "higher ups"
-
Calendars open to higher ups
-
Use of standard words and
phrases
-
Forcing delivery of items
and priorities for subordinates
-
Must fill out forms or system
freezes
-
Tracking times spent on tasks
-
Forced quantification of subjective
factors
-
Individual priorities set
by higher ups
-
Digitized voice forced upon
subordinates
-
Unequal voting rights or participation
rates
Superconnectivity
-
Number of day to day working
communication relationships multiplied by a factor of five to ten.
-
Individuals get to know one
another better without physical or status bias
-
Faster communication process
-
Tremendous efficiencies possible
-
Group memories that are accurate
-
Fully distributed (space and
time) project groups
Issues of Structure
-
Sender versus receiver
-
Group versus individual
-
Human versus computer
-
Privacy versus collaboration
-
Control versus freedom
-
abstraction versus content
-
quantitative versus qualitative
-
Overload versus awareness
Typical Human Facilitation
Functions
-
Key word consistency
-
Design and route forms
-
Assign other roles and responsibilities
-
Assign access levels: read,
write, edit, contribute, observer
-
Design and trigger votes and
short surveys
-
Structure discourse
-
Summarize, organize, edit,
modify
-
Define data structures
-
Track status and participation
-
Establish filters
Group Communication
Structures and Functions for Information Work
-
Calendars, appointments, tracking
and alerting
-
Correspondence, tasks, actions,
bugs, orders, schedules
-
Subjective data estimation:
Budgets, completion dates, priorities, impacts, success likelihood
-
Document composition
-
Planning
Organizational Human
Roles
Task executor, planner,
adviser, reviewer, decision maker, decision analyst, scheduler, confidante,
evaluator, resource/expert, seeker, observer, negotiator, salesperson,
firefighter, figurehead, leader, liaison, monitor, spokesperson, disseminator,
entrepreneur, allocator, facilitator, gatekeeper, helper, author, editor,
reviewer, joker, critic, designer, advocate, implementer, tester, etc.
Problem Solving Parts
-
Creativity for factors
-
Enumeration and exploration
-
Evaluation and consensus
-
Exploration
-
Exploring disagreements
-
Relationship judgments and
model formulation
-
Comprehension & Decision
Formulation
-
Implementation & planning
Proven Applications
in Organizations
-
Project Management
-
Crisis Management
-
Collaborative Composition
of Reports
-
Task Scheduling and Tracking
-
Collaborative Budget Estimation
-
Planning and Forecasting
-
Product and Customer Support
-
Exploration of complex situations
-
Resource Allocation Analysis
-
Administrative Tracking
-
Strategic Analysis
Organizational Crisis
Situations
Strike, court case, Negotiation,
cost overrun, delivery delay, new regulation, supply shortage, production
delay, terrorist action, making a proposal, product malfunction, Loss of
key employee, new competitive product, potential customer loss
Key Issues in CMC
-
Knowledge structures and Hypertext
-
Group Calibration: Scaling
methods, social judgment, linguistics
-
Role specification & privileges
-
Integration of resources
-
Facilitation of groups
-
Performance measurement
-
Group and user control
-
Toolkits
-
Two way linkages
Example Tradeoff
-
Automatic filters & restricted
sending privileges
-
One person’s junk may be another
person’s collectible
-
A piece of information which
is discarded at one point may become the object of search and retrieval
later.
-
No automated process can simultaneously
filter out all irrelevant messages and retain all that may be of value.
HELP
& DOCUMENTATION
© Copyright 1998 Murray Turoff
Help Questions
Major Problems with
Help
-
Difficult switching between
help and applications
-
Don’t provide specific information
desired
-
Not available when needed
-
Information not accurate or
complete
-
Difficult to understand
-
Help system confusing to use
Cognitive Interaction
Chain
-
Intention: users conceptualization
of a desired action to take
-
Activation of one or more
scheme to carry out the task
-
Scheme is a sequence of actions
necessary.
-
Scheme may be triggered by
some cognitive association (transparent)
Many Possible Errors
-
Mistake: error in formulating
the right intention as a result of the knowledge of the task.
-
Slip: error in carrying out
an intention or formulating the intention
Slips in Formulation
of the Intention
-
Mode error: error in the perception
by the user of the state of the system with which he or she is interacting.
-
Description error: Ambiguous
or incomplete specification of the intention.
Slips from faulty understanding
of the interaction environment I
Activation:
-
Unintentional activation:
Some cue or signal cause the user to activate a scheme that is incorrect
for the current intention (e.g., add or insert)
-
Data-driven activation: External
events cause activation of the wrong scheme
-
Associative activation: Currently
active schemes activate others with which they are associated (similar
operations in different systems)
-
Loss of activation: Losing
from active memory the current scheme in use
Slips from faulty understanding
of the interaction environment II
-
Capture errors: Confusing
overlapping sequences
-
Forgetting an intention: Continuing
an action sequence without remembering the intention
-
Misordering: Getting the components
of an action sequence out of order, also skipping and repeating steps
Slips from faulty triggering
of schemes
-
False triggering: the correct
scheme is triggered at the wrong time.
-
Spoonerisms: reversal of components
(e.g., typing "ie" instead of "ei")
-
Blends: incorrect combinations
of components from two competing schemes
-
Thoughts leading to actions:
triggering of schemes when it was only meant to think about it
-
Premature triggering: triggering
the correct scheme too early.
-
Failure in triggering: never
triggering the correct scheme.
Objectives for Error
Handling
-
Not to eliminated all errors
as errors are a natural way of learning
-
Minimize penalty for making
an error.
-
Use errors to enhance understanding
of system metaphors
Error Categories via
Cognitive Cause
-
Errors related to learning
and adaptation
-
Interference among competing
cognitive control structures
-
Lack of resources
-
Intrinsic human variability.
Cognitive Control Levels
-
Knowledge-based: problem solving,
mental models.
-
Rule-based control: "know-how"
and "rules of thumb", which are learned empirically, usually used in a
familiar context.
-
Skill-based: patterns of sensory
monitoring and reaction (e.g., typing).
Learning and Adaptation
I
-
Learning takes place at all
cognitive levels.
-
Learned knowledge and rule-based
processes become skills over time and experience.
-
Knowledge-based control results
from searching for information and testing hypotheses in new or unfamiliar
situations.
Learning and Adaptation
II
-
Rule-based control and the
use of rules-of-thumb are developed by experimenting.
-
Interface cues are correlated
to successful results.
-
Optimization of motor skills
require immediate feedback
-
User is exercising his choice
of an operating point in the basic speed accuracy tradeoff.
Errors from Interference
-
Knowledge-based: familiar
rules or cues causing false analogies.
-
Rule-based: functional fixation,
adherence to only familiar rules.
-
Skill-based: automatic physical
action learned through repetition or by refinement of rules into reactions.
Lack of Resources
-
Knowledge-based: insufficient
knowledge, time, reasoning, etc.
-
Rule-based: inadequate memory
for retaining rules.
-
Skill-based: lack of speed
or precision.
Human Variability
-
Knowledge-based: slips of
memory in mental models.
-
Rule-based: erroneous recall
of data, parameters or rules.
-
Skill-based: variability of
attention, fatigue, etc.
Ecological Interface
Design (EID) I
-
Accept that experiments are
necessary for users to optimize skill.
-
Provide feedback on the effects
of actions
-
Design consistent and unique
mapping from signs that define cues for action and the symbols that describe
how the process functions
-
Supply tools for users to
experiment and develop hypotheses without having to take risks with the
operations going on
Ecological Interface
Design (EID) II
-
Present information that can
serve as an externalized mental model, effective for the kind of reasoning
required by the task
-
Use any available data to
develop consistent information transformation concepts for data integration
-
Provide implications of action
before committing
Ecological Interface
Design (EID) Approach I
-
Synthesize the control and
the feedback options so that interaction can take place via time-space
signals.
-
Have the computer perform
the translation task by developing a consistent, one-to-one mapping between
the invisible, abstract properties of the process and the cues or signs
provided by the interface.
Ecological Interface
Design (EID) Approach II
-
Display the process' relational
structure directly to serve as an externalized mental model that will support
knowledge-based processing.
-
Problem with EID: designer
has to know the user task domain very well
Error Message Design
Guidelines
-
System messages should be
concise
-
Identify the error or at least
identify its location
-
Don't blame the user for the
error
-
Make the user feel in control
-
Use the users language
Help Types
-
Static: manuals
-
Contextual Help
-
Specific screen, word or phrase,
input field, piece of data, grouping of date, icon, object
-
Dialogue Help
-
Hypertext help: variable link
types
-
Definition, use of in operations,
how to modify, related items
Dynamic Help Types
-
Error response, anticipated
needs based upon goals, use, experience, user profiles, etc.
-
Tutoring, task examples explained,
CAI methods, etc.
-
Expert systems: still controversial
-
Help simulations: executing
examples in the real system, record and playback methods for user community
Ultimate Help Measure,
Objective and problem
-
Very difficult for any form
of help to obtain the performance of an experienced user who understands
the application and is willing to help or train others to learn the system.
-
The richer the system, the
more micro the functionality, the greater long term adaptive structurization
and the more impossible to forecast required advanced help.
Cognitive Factors
-
Short Term Memory
-
Stimulus Generation (memory
cueing, clutter)
-
Retention (learning over time)
-
Interference (familiarity,
specificity)
-
Reductionism
-
Semantics easier than syntax
(use of memory)
-
Accuracy speed tradeoffs
-
Cognitive overhead
-
Attention interruption
Mandatory Help Situations
-
Functional sequences or screens
to accomplish a task exceed five.
-
Complex screens must be learned
in one session.
-
Different functions resemble
each other (e.g. add and insert).
-
Tasks must be accomplished
by combining different functions together.
-
Whenever exact format is more
important than context.
-
Lack of decent cueing
-
Lack of clear match between
intentions and actions
-
Deviating from habit
Typical Problems with
Help
-
Switching mode and visualization
(doing or getting help)
-
Finding exactly what is needed
(needle in the haystack)
-
Lack of a model or structure
for help material
-
Lack of quality indexing
-
Inability to adjust to users
level
-
Integration and maintaining
of latest information
-
Reference manual (IBM) style
-
IRS explanation approach
Minimum Help Functionality
-
Being able to browse a list
of topics and link to associated help for any topic.
-
Being able to scroll the current
help material one is viewing and to have contextual links for words for
which additional information is available.
-
Being able to back up to the
help material from which the user previously branched.
-
Allow for synonyms, the ability
of more than one index term to reference the same material.
-
Being able to cancel the help
operation.
Guidelines on Writing
Documentation I
-
Make sure any word or phrase
representing objects, actions, and or functions in the interface is part
of the topics index.
-
Make sure there are help write-ups
that show the complete sequence of operations to carry out common user
tasks as the user perceives those tasks.
Guidelines on Writing
Documentation II
-
Even if the index does not
support hierarchical indexing, make sure your model of the system is presented
with a table of contents view that presents the hierarchical structure
of the system.
-
Review the understand ability
of the help with non technical users.
-
Include the goals and objectives
of the system as part of the documentation occurring early in the file
or manual.
Problems with Intelligent
Help Approaches
Understanding
of the domain or application has never been sufficient to deal with novel
use of the system. A novel use is one that no one predicted would occur
before the system was designed and put in place.
Understanding of the user
has never been sufficient to deal with cognitive differences among users.
Difficult to come up with suggestions for the user that are consistent
with his or her mode of problem solving.
Understanding of the state
of the help system with respect to the realization of the "goodness" of
the interaction is a major problem.
Observations
on Documentation
-
Documentation is a major part
of the system image.
-
Good documentation reduces
the users dependency on the MIS department
-
User satisfaction of a system
is strongly influenced by its documentation.
-
Users go to documentation
when they are in difficulty and any difficulty with documentation compounds
their problem.
Objectives of Documentation
I
-
An information base that contains
background, technical, tutorial, and reminder information but which presents
only the specific relevant information needed by the user at the time.
-
An information presentation
system that gives the user immediate information, on demand, without extensive
searching, and that suggests other relevant information.
-
The depth of information presented
must be controlled by the user.
Objectives of Documentation
II
-
A system that automatically
adjusts to the experience level of the user, so that appropriate information
is always available on demand, and inappropriate material is not presented.
-
A nonlinear organization that
permits individual user paths through the material, rather than requiring
a linear reading procedure.
-
Provide formal instructions
for use of the system
Objectives of Documentation
III
-
Explain the capabilities of
the system
-
Provide a means to review
and judge the system
-
Describe the function of each
segment of the system
-
Describe how to avoid most
common problems and mistakes
Objectives of Documentation
IV
-
Be easy and clear to read
-
Be complete
-
Provide useful and relevant
information
-
Provided information in a
simple and straight forward manner
-
Be well written
-
Describe how to enter and
manipulate data
Types of Information
Needed
-
Background information
-
Tutorial (guidance) information
-
Technical information
-
Reminder information
-
External forms: audio/video
tapes, reference cards
Recommendations on Documentation
I
-
Documentation must be organized
to logically build from the explanations of the simplest task to more complex
tasks.
-
Manuals need to exhibit the
visual context of the screen interface when explaining procedures.
-
Before explaining how to carry
out a task, the user must be provided the rational for undertaking the
tasks: what objectives are being served. (Present semantics before syntax.)
Recommendations on Documentation
II
-
The document should begin
with some sort of over all view of the system and its metaphor.
-
Let the user's tasks guide
the presentation of the metaphor and the organization of the content.
-
There should be a standard
style guide that all the writers follow.
-
A table of contents and an
index should be provided. The index should incorporate synonyms (e.g.,
"add, See insert").
Recommendations on Documentation
III
-
Show numerous examples and
keep writing style clear and simple.
-
Drafts of user manuals should
be prepared early in the development process (this assumes that the interface
is one the first things to be designed and evaluated).
-
Encourage users to volunteer
to review the drafts of the manuals and conduct protocol type studies of
crucial documentation.
Recommendations on Documentation
IV
-
Provide a feedback mechanism
where users can request improvements to the manuals.
-
Utilize good writers for creating
documentation.
-
If there are trainers in the
organization they should be involved in developing and reviewing the documentation.
-
The text should emphasize
the ability of the user to control what is going on.
-
The text should remind the
user as to how he or she can determine what is taking place.
Recommendations on Documentation
V
-
Structured text that relates
concepts in the system can be much easier to learn from just ordinary text.
-
Avoid text that is too formal
or too chatty. Keep the English simple and clear.
-
Avoid giving the computer
a personality since this may cause negative reactions on the part of some
users.
Learning Models
-
If you do not have an explicit
model each user will create their own
-
Users reliance on previous
experiences are sources of "assimilation bias," which stems from the application
of prior knowledge even when it is not appropriate.
Metaphors
-
Pair associations where the
user utilizes a familiar concept to try and understand a new concept.
-
A structure such as dimensions
or factors that can be used to explain a complex situation.
-
A metaphor that builds an
analogy between something known and that which is to be learned.
Sequential Models
-
Typical user steps
-
Task mapping of information
about system to his or her tasks
-
Model building: building a
metaphor for the system
-
Command learning: syntax and
semantics to carry out task
-
Procedural learning: dealing
with different contexts
Transition State Models
-
Each current user state has
only small number of likely transitions to next state
-
Based upon sampling a significant
number of users
-
Very successful for operator
type functions like data entry, editing, etc.
-
Emphasizes training in reactive
sets of operations and careful definition of user states.
GOMS
-
Goals, Operators, Methods,
and Selection rules
-
Providing information in "chunks"
-
Goals and methods form a hierarchy
with operators at bottom.
-
GOMS based manuals reduce
time and errors for users performing tasks compared to system or reference
type manuals.
Steps to Produce a GOMS
Help System
-
Develop a GOMS model for a
set of application oriented interface tasks rather than a single task.
-
Review GOMS model for completeness
and accuracy.
-
Simulate the step-by-step
methods for each goal in the GOMS model.
-
Avoid more than four levels
-
The enumeration of goal and
task combinations can be verified with users.
Typical Results of GOMS
Oriented Documentation
-
Retrieval times are improved
for first time users of a system.
-
New users are more satisfied
with the learning experience.
-
Users have to go through less
verbiage in the help material.
Problems with GOMS Approach
-
Does not deal with novel,
creative or tasks with high cognitive variability (e.g. design, composition,
analysis)
-
Does not deal with functionalities
like graphics, numerical analysis, multimedia, statistical analysis, programming,
etc.
-
Must use the metaphor approach
for cognitive variable tasks.
-
Must have very good knowledge
of users knowledge
General Guidelines for
Help I
-
The format for each different
type of user guidance should be both consistent and distinctive throughout
the application.
-
Tailor the display for any
transaction to the current information requirements of the user, so that
only relevant data are displayed.
-
Adopt applications-oriented
wording for labels, prompts and user guidance messages.
General Guidelines for
Help II
-
Speak Directly to User, use
affirmative statements (avoid negatives), and use active rather than passive
voice.
-
When trying to explain a task,
the guidance should explain the steps to execute the task in the same order
as they occur.
-
If the user can undertake
differing sequences to accomplish a task then the user guidance must provide
entry points to the different possible sequences.
General Guidelines for
Help III
-
Experienced users of the help
system need the same sort of short cuts in the help facility that they
are used to in the main system.
-
Allow users to switch easily
between any interface screen and its associated help material.
-
At all times provide some
indication of system status with respect to the user's interaction.
General Guidelines for
Help IV
-
Do not require a user to remember
information not currently displayed but stored elsewhere in the system.
-
When using hierarchical menus,
provide some sort of help map which shows the user the actual hierarchical
structure and any relationships among the different choices.
-
Whenever an application can
utilize different instances of stored data, the system needs to provide
some sort of sorted list or search able index of the available data.
General Guidelines for
Help V
-
The index of the help material
should contain all commands, objects, abbreviations, synonyms, labels for
data items, and prompt terms.
-
The quality of the help is
far more influential than the access mechanism.
-
The help should be as specific
to the users needs as possible (a very difficult result to obtain).
General Guidelines for
Help VI
-
One should avoid using pure
text (i.e. a series of paragraphs) and utilize text structures (e.g., short
concise blocks and phrases in list form) that are easy for a human to rapidly
scan in order to find what they are looking for.
-
The skill level of the user
generally dictates what is the best help "format".
-
It is best to have the user
initiate help, not the system.
-
It is best to allow the user
to select the help topics, not the system.
General Guidelines for
Help VII
-
Hard copy presentation of
the help is preferred by most users.
-
Users need to be able to adjust
the help window as to position and size.
-
People should be able to interact
with the system while being able to view help and this may be why hard
copy is often sought by users.
General Guidelines for
Help VIII
-
Headings in the documentation
are implicit suggested cognitive codes for the reader. They should be chosen
to short and distinctive as a cognitive key for the associated material.
-
The user perceives an "acceptable"
amount of time that should be spent in help.
-
The user should be able to
choose between task help and specific field help according to the needs
of the situation.
General Guidelines for
Help IX
-
Many users are in the "habit"
of exiting help before continuing the interaction even when the system
does not require it. This is an example of how users can get into the habit
of doing a task a certain way even when it may not be the best way
-
Users become highly dissatisfied
at having to scroll though many screens of text in order to find something.
Finding ways to minimize the amounts of text a user has to scan is very
desirable.
General Guidelines for
Help X
-
An advantage of knowing the
strategic objective of a user in his or her interaction is that feedback
can be provided on the progress the user is making and what the appropriate
or most likely alternatives are at any point.
-
Repetition can be helpful
and friendly for the user who is learning; but, it can be come annoying
and hostile for the experienced user.
END OF THIRD SET