Lecture 13 15
Lecture 13 15
IE403
Slide 3
What do cognitive models actually model?
Hand
movements
Slide 4
Spot the
number of cats,
dogs , puppies
and FROG.
Recall the
numbers after
sometime.
Slide 5
Cognitive processing
Slide 6
Why Cognition is an Issue?
O u tp u t (m o v e m e n t)
CO
In p u t
HUMAN
P M
T U
In p u t (v is io n ) R E
O u tp u t
Knowledge transmission
between human and computer
Slide 7
Cognition in Man-Machine Interaction
Slide 8
Human Information Processing
Lets try recalling the phone number of a friend
• Identify the words in this cognitive task and then retrieve their
meaning
• Searching our memory for the solution of the problem
• On retrieving the number in the memory we generate a plan and
formulate the answer into a representation
Slide 9
Human Information Processing
• Three aspects in human information processing
– Perception
• Visual
• Audio
• Other senses (tactile, Gustatory, Smell)
– Cognition
• Memory
• Problem solving
• Learning
– Motor behavior
• Speaking
• Typing
• Pointing
• and others
Slide 10
Role of Cognition in HCI Design
• Quantitative measurement for HCI design
– The model human processor provides a means of
characterizing the various cognitive processes that
are assumed to underlie the performance of a task
Slide 11
Predicting the Cognition by Card et al.
• Essential parameters are
tp = time for perceiving a stimulus
tc = time for making a decision
tm = time for making a tapping motion
Slide 12
Predicting the Cognition by Card et al.
• Total time required for some user interface action is
then predicted by the number of times each type of
event must occur in the performance of that action
Slide 13
Human Information processing Model
High level
Numerical parameters of
behavior
STSS STSS
Perceptual Proc
LTM
Cognitive Proc
WM
Motor Proc
LTM Feedback
Attention
Slide 14
Perceptual processor
senses, detects, and accepts inputs from the external world
stores parts of the perceptions in working memory (these are visual or
auditory)
Cognitive processor
interprets, manipulates, and makes decisions about the inputs (along with
memory)
Motor processor
generates physical actions (such as keying and mouse clicking) based on
perceptions and cognitions
Capacity of working memory is roughly 7 ± 2 things
Long term memory is unlimited….but difficult to retrieve
Slide 15
Processors
Slide 16
Model Human Processor
Slide 17
Model Human Processor
Long Term
Memory
Percept Cogniti
Eye Motor
ual ve
sEar Proces
Proces Proces
sor
s sor sor
Arms,
wrists,
fingers, etc.
Slide 18
Perceptual System
Percep Cogniti
Eyes Motor
tual ve
Process
Ears Proces Process
or
sor or
Slide 19
Perceptual Memory
Slide 20
In Class Exercises
■ If 30 clicks per second are played for 5 seconds, about how many
clicks could a person hear?
Slide 21
Cognitive System
Working Memory
Visual Auditory
Store Store
Slide 22
How much of Cognitive processing?
• Manual Vs Calculator
https://www.youtube.com/watch?v=s6Omq
XCsYt8&t=258s
Slide 23
Working Memory
Slide 24
Working Memory
XOFVTMCBN
Slide 25
Working Memory
Slide 26
Working Memory
Slide 27
Long-Term Memory
Slide 28
Memory Example
■ Suppose you are verbally given 10 arbitrary filenames to
remember. In which order should you write down the filenames to
maximize recall?
1. Quiz1.txt
2. Hw1.txt
3. In-semSols.pdf
4. In-semQP.pdf
5. Assignment2.txt
6. Quiz3.text
7. Lec2.ppt
8. UserCenteredDesign.ppt
9. NAAC.pdf
10. KLMAnalysis.ppt
Slide 29
■ What if you are given 4 sets of filenames, where each set
starts with the same characters?
1. Week1.ppt
2. Quiz1.pdf
3. Week2.ppt
4. Week3.ppt
5. HW1.txt
6. Quiz2.pdf
7. Week4.ppt
8. Quiz3.pdf
9. HW2.txt
10. Week4.ppt
11. Quiz4.pdf
Slide 30
Cognitive Processor
Slide 31
Cognitive System Principles
■ Uncertainty Principle
■ Decision time increases with the uncertainty about the
judgment to be made, requires more cognitive cycles
Slide 32
Motor System
Long Term
Memory
Working
Visual Auditory
Store Store Memory
Slide 33
Motor Processor
Slide 34
What We Know So Far
Long Term
Memory
Working
Visual Auditory
Store Store Memory
Cycle Times
Slide 35
What We Know So Far
Long Term
Memory
Working
Visual Auditory
Store Store Memory
Slide 36
What We Know So Far
Long Term
Memory
Working
Visual Auditory
Store Store Memory
Slide 37
What We Know So Far
Long Term
Memory
Working
Visual Auditory
Store Store Memory
Slide 38
Model Human Processor
Long Term
Memory
Working
Visual Auditory
Store Store Memory
Slide 39
In General Case
Slide 40
HIPs are used to understand and model how user
interacts with an interface
Slide 41
Approaches to model cognition
Slide 42
Cognitive (User) models
Slide 43
Keystroke Level Model (KLM)
Predictive model
Time taken for avg user to
execute through
Interface
Interaction method
Eg: close editor, save
file, open document etc., • How to use it?
• Focus on task
How it works?
• Encode as sequence of steps
Break down into simple steps • Calculate time
Operators • Using operators for each step
• Sum all time values
Slide 44
Physical Motor Operators
Slide 45
Mental
operator
Core thinking Response
process (M) operator
Decision making
• Sys response time
• Key press output
Slide 46
Different styles of Keyboard typing
Slide 47
How to use KLM
Focus on task
Replace a word
Encode as sequence of
steps
K, B, P, H, D (if any)
Mental operator time
(Operator times)
Cognitive Task Analysis
Slide 48
Avg Motor Operator times
Slide 49
Mental Operator time
Slide 50
Example
Suppose a user is writing some text using a text editor program. At some
instant, the user notices a single character error (i.e., a wrong character is
typed) in the text. In order to rectify it, the user moves the cursor to the location
of the character (using mouse), deletes the character and retypes the correct
character. Afterwards, the user returns to the original typing position (by
repositioning the cursor using mouse).
Calculate the time taken to perform this task (error rectification) following a
KLM analysis.
Slide 51
Building KLM for the Task
Slide 52
Building KLM for the Task
Description Operator
Return to keyboard H
Press the “Del” key K
Slide 53
Building KLM for the Task
Description Operator
Press the correct K
character key
Slide 54
Building KLM for the Task
Slide 55
Example
Suppose a user is writing some text using a text editor program. At some
instant, the user notices a single character error (i.e., a wrong character is
typed) in the text. In order to rectify it, the user moves the cursor to the location
of the character (using mouse), deletes the character and retypes the correct
character. Afterwards, the user returns to the original typing position (by
repositioning the cursor using mouse).
Calculate the time taken to perform this task (error rectification) following a
KLM analysis.
Slide 56
Slide 57
What Is missing ?
Slide 58
Something Missing!!
Slide 59
But what it is this M Operator?
Slide 60
M placement Heuristics
General Rule:
Initial insertion of candidate Ms – Mouse-operated widgets (like
Insert Ms in front of all keystrokes (K) buttons, check boxes, radio buttons,
and links) are considered
Insert Ms in front of all acts of
commands
Slide 61
Rule 0
Slide 62
M Placement Heuristics
Slide 63
M Placement Heuristics
• Rule 2: deletion of Ms within cognitive units
– If a string of MKs belongs to a cognitive unit then
delete all Ms except the first
Slide 64
Another Example: deleting a word
Slide 65
GOMS MODEL
GOMS,
a hierarchical cognitive (thought) process is assumed
KLM
Elementary (cognitive) steps or operators required to carry out a complex interaction
task
The listing of operators implies a linear and sequential cognitive behaviour
Slide 66
GOMS: Models user’s behavior in terms of:
Goals
What the user wants to do.
Operators
Specific steps a user is able to take and assigned a specific execution time.
Selection Rules
Guidelines for deciding between multiple methods.
Slide 67
Analysis of the GOM S goal structure can yield m easures of
perform ance. The stacking depth of a goal structure can be used to
estim ate short-term m em ory requirem ents
Slide 68
Execution of a Mental Step
Retrieval of motor
movements necessary
to execute the command Execution of each of the
chosen commands
Slide 69
How to do GOMS analysis
Slide 70
General Example
Slide 71
Description Duration (sec)
GOAL: MOVE-TEXT
…….GOAL: CUT-TEXT
……………GOAL: HIGHLIGHT-TEXT
………………..MOVE-CURSOR-TO-BEGINNING 1.10
………………..CLICK-MOUSE-BUTTON 0.20
………………..MOVE-CURSOR-TO-END 1.10
………………..SHIFT-CLICK-MOUSE-BUTTON 0.48
………………..VERIFY-HIGHLIGHT 1.35
……….........GOAL: ISSUE-CUT-COMMAND
…………………MOVE-CURSOR-TO-EDIT-MENU
…………………PRESS-MOUSE-BUTTON 0.10
…………………MOVE-MOUSE-TO-CUT-ITEM 1.10
…………………VERIFY-HIGHLIGHT 1.35
…………………RELEASE-MOUSE-BUTTON 0.10
………GOAL: PASTE-TEXT
…………….GOAL: POSITION-CURSOR-AT-INSERTION-POINT
…………………MOVE-CURSOR-TO-INSERTION-POINT 1.10
…………………CLICK-MOUSE-BUTTON 0.20
…………………VERIFY-POSITION 1.35
…………….GOAL: ISSUE-PASTE-COMMAND
…………………MOVE-CURSOR-TO-EDIT-MENU
…………………PRESS-MOUSE-BUTTON 0.10
…………………MOVE-MOUSE-TO-PASTE-ITEM
…………………VERIFY-HIGHLIGHT 1.35
…………………RELEASE-MOUSE-BUTTON 0.10
TOTAL PREDICTED TIME 14.38
Slide 72
Example
Slide 73
Example
Slide 74
Example
Slide 75
Example
Slide 76
Example
Slide 77
Example
Slide 78
Example
Slide 79
GOMS – Advantages
Slide 80
GOMS – Disadvantages
Slide 81
Use Model to Compute Reaction
Time for Simple Matching Task
■ A user sits before a computer terminal. A window appears
containing a grey box in the centre. This is the initial stimulus.
After a delay, the box turns red whereupon the user presses a key
as quickly as possible. Any key may be pressed. What is the time
between stimulus and response? Tp + Tc + Tm = 240 ms
Slide 82
Use Model to Compute Reaction
Time for a Symbol Matching Task
■ Two symbols appear on the computer terminal. If the second
symbol matches the first, the user presses “Y” and presses “N”
otherwise. What is the time between the second signal and
response?
Slide 83
Use Model to Compute Reaction
Time for a Symbol Matching Task
■ Two symbols appear on the computer terminal. If the second
symbol matches the first, the user presses “Y” and presses “N”
otherwise. What is the time between the second signal and
response?
Slide 84
In General Case
Slide 85
Objective
Slide 86
Objective
Slide 87
Fitts’ Law
Slide 88
Fitts’ Law
Slide 89
Fitts’ Law - Characteristics
Slide 90
Fitts’ Law - Characteristics
Slide 91
What does Fitts’s law give?
D is distance to TARGET
w is width of TARGET
https://www.nngroup.com/articles/fitts-
law/#:~:text=Fitts's%20law%20says%20that%20the,user's%20most
%20probable%20prior%20location
Slide 92
Measuring Task Difficulty
Slide 95
Fitts law uses
Slide 96
Slide 97
Microsoft Toolbars offer the user the option of
displaying a label below each tool. Name at least
one reason why labeled tools can be accessed
faster.
Slide 98
• The label becomes part of the target. The target
is therefore bigger. Bigger targets, all else being
equal, can always be acccessed faster.
Slide 99
What is the bottleneck in hierarchical menus and
what techniques could make that bottleneck less of
a problem?
Slide 100
The bottleneck is the
passage between the
first-level menu and
the second-level menu
Slide 101
Name at least one advantage circular
popup menus have over standard, linear
popup menus.
Slide 102
• With the options displayed around you in a circle,
you need to only move a pixel or two to enter the
"slice of pie" you want. Less travel, good target
size. Good design.
• Feeding directional information into your motor
memory. As long as the options are few enough,
Learnability and Memorability EASY
Slide 103
Nature of the Fitts’ Law
Slide 104
Nature of the Fitts’ Law
Slide 105
Fitts’s law says that the time to move to a target depends on
how big it is and on how far away it is. As you are creating
new UI designs, think about optimizing both these
variables by creating well-spaced, big targets and
positioning them so that they are close to the user’s most
probable prior location.
Slide 106