hci chap 4

Cards (71)

  • Interacting with technology is cognitive
  • We need to take into account cognitive processes involved and cognitive limitations of users
  • We can provide knowledge about what users can and cannot be expected to do
  • We can identify and explain the nature and causes of problems users encounter
  • We can supply theories, modelling tools, guidance and methods that can lead to the design of better interactive products
  • Cognition
    What goes on in our heads when we carry out our everyday activities
  • Cognitive processes
    • Thinking
    • Remembering
    • Learning
    • Daydreaming
    • Decision making
    • Seeing
    • Reading
    • Writing
    • Talking
  • Cognition is distinct from emotional and volitional processes involved in wanting and intending
  • Core cognitive aspects
    • Attention
    • Perception and recognition
    • Memory
    • Learning
    • Reading, speaking and listening
    • Problem-solving, planning, reasoning and decision-making
  • Attention
    The process of selecting things to concentrate on at a point in time from the mass of stimuli around us
  • Attention allows us to focus on information that is relevant to what we are doing
  • Attention involves audio and/or visual senses
  • Attention is easy or difficult depending on
    • Whether we have clear goals
    • Whether the information we need is salient in the environment
  • Focussed and divided attention enables us to be selective in terms of the mass of competing stimuli but limits our ability to keep track of all events
  • Information at the interface should be structured to capture users' attention, e.g. use perceptual boundaries (windows), colour, reverse video, sound and flashing lights
  • Perception refers to how information is acquired from the environment via the different sense organs – eyes, ears, fingers – and transformed into experiences of objects, events, sounds, and tastes
  • Text should be legible and icons should be easy to distinguish and read
  • Representations of information need to be designed to be perceptible and recognizable across different media
  • Design icons and other graphical representations so that users can readily distinguish between them
  • Obvious separators and white space are effective visual methods for grouping information that make it easier to perceive and locate items
  • Design audio sounds to be readily distinguishable from one another so that users can perceive how they differ and remember what each one represents
  • Research proper colour contrast techniques when designing an interface, especially when choosing a colour for text so that it stands out from the background
  • Haptic feedback should be used judiciously. The kinds of haptics used should be easily distinguishable
  • Memory
    Involves recalling various kinds of knowledge that allow us to act appropriately
  • We don't remember everything, memory involves filtering and processing what is attended to
  • Context is important in affecting our memory (i.e., where, when)
  • We recognize things much better than being able to recall things
  • We are better at remembering images than words
  • Interfaces are largely visual because of this
  • Personal information management
    The design challenge of deciding the best way of helping users organize their content so that it can be easily searched
  • Naming is the most common means of encoding files, but trying to remember a name of a file created some time back can be very difficult, especially when have 1000s and 1000s
  • Memory involves 2 processes: recall-directed and recognition-based scanning
  • File management systems should be designed to optimize both kinds of memory processes, e.g. Search box and history list
  • Help users encode files in richer ways, provide them with ways of saving files using colour, flagging, image, flexible text, time stamping, etc
  • Multifactor authentication (MFA)

    How to manage security concerns, especially preventing fraudulent transactions
  • Reduce cognitive load by avoiding long and complicated procedures for carrying out tasks
  • Design interfaces that promote recognition rather than recall by using familiar interaction patterns, menus, icons, and consistently placed objects
  • Provide users with a variety of ways of labelling digital information (for example files, emails, and images) to help them easily identify it again using folders, categories, colour, tagging, time stamping, and icons
  • Learning
    Closely connected with memory, involves the accumulation of skills and knowledge that would be impossible to achieve without memory
  • Types of learning
    • Incidental - occurs without any intention to learn
    • Intentional - is goal-directed with the goal of being able to remember it