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The psychology of design: Memory

The psychology of design: Memory. CS774 Human-Computer Interaction Spring 2004. Prelim: Information Theory. Which is easier to remember? 1111111111 1823594760 Entropy ~ number of bits to encode each symbol High entropy - many bits, much information

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The psychology of design: Memory

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  1. The psychology of design: Memory CS774 Human-Computer Interaction Spring 2004

  2. Prelim: Information Theory • Which is easier to remember? • 1111111111 • 1823594760 • Entropy • ~ number of bits to encode each symbol • High entropy - many bits, much information • Low entropy - few bits, little information • Moral: organized, patterned data => low entropy CS774 Spring 2004

  3. Memory and Interfaces • Gulf of Execution • Figuring out what to do • Knowledge in the Head • Memorizing what to do • High burden on us, low burden on interface • Knowledge in the World • Interface cues us on what to do • Low burden on us, high burden on interface CS774 Spring 2004

  4. Knowledge in the Head • Memory is imperfect • Duh! • We remember just enough to get by • We “satisfice” - learn only what we have to • We recognize instead of remembering • We refine our rough ideas as we go along • The Penny test CS774 Spring 2004

  5. How imperfect? • How much can we remember, for how long? • What kinds of memory do we have? • Next test • Look for 2 minutes • Remember all you can CS774 Spring 2004

  6. CS774 Spring 2004

  7. Results? • Twenty unrelated items: write down all you can • Another test with letters • Different groups • Shorter period • Write them between each set CS774 Spring 2004

  8. Case 1 X D J CS774 Spring 2004

  9. Case 2 R X U L Q CS774 Spring 2004

  10. Case 3 H U W P B Q W C E F CS774 Spring 2004

  11. Memory Structure and Performance Magic number 7 +/- 2 CS774 Spring 2004

  12. How about these cases? • HEC ATR ANO VERT HED OGT • THE CAT RAN OVER THE DOG • Chunking or semantic groupings help • 189349785 vs 189 349 785 CS774 Spring 2004

  13. The Brain as Meaning Machine • Understanding the world using patterns • Explanations - Norman • Scripts - Roger Schank, Yale years • Used to organize Long Term Memory • Retrieval is the problem • Can misfire - User superstitions • Every time I do X, it works. • We’re bad at statistics CS774 Spring 2004

  14. Knowledge in the World • The interface can cue us to the right action • Interface as aid to memory • Need to show user • What actions are available • How to map intentions into actions • Do you put knowledge in the world? • Car keys on books for work CS774 Spring 2004

  15. Knowledge in the World • Visibility • See and point - make controls visible • Direct manipulation • Good conceptual model • Familiar metaphors, analogies and scripts • Clear mapping • Affordances • Constraints - physical, cultural, semantic, logical CS774 Spring 2004

  16. Visibility • See and point instead of remember and type • Show actions • Menus • Toolbars • Window widgets (scroll bars, grow boxes, etc) • Show objects • Icons • Lists • Documents • But organize! 6,000 possible menu items on Mac CS774 Spring 2004

  17. Is visibility enough? save, save as, new, delete, open mail, send mail, quit, undo, table, glossary, preferences, character style, format paragraph, lay out document, position on page, plain text, bold text, italic text, underline, open file, close file, open copy of file, increase point size, decrease point size, change font, add footnote, cut, copy, paste, clear, repaginate, add page break, insert graphic, insert index entry, print, print preview, page setup, view page, find word, change word, go to, go back, check spelling, view index, see table of contents, count words, renumber pages, repeat edit, show alternative document, help. CS774 Spring 2004

  18. Direct Manipulation • Make computer interface like the world • Action directly on objects • Don’t issue commands • Do! CS774 Spring 2004

  19. Familiar metaphors • Use objects and icons like something inthe world • Work with the user’s culture and habits • Obvious or consistent? CS774 Spring 2004

  20. Affordances • “Is for” - object material or shape has some basic cue that helps us figure out what to do • Norman’s examples • Door plates for push • Door handles for pull • Glass/plywood • Other objects? CS774 Spring 2004

  21. Affordances in GUIS • What do you click, double click, click drag, etc? • 2d vs. 3d buttons • Drag corners • How do you cue the user where to click? • Is it obvious on all web pages? (need hand to cue) CS774 Spring 2004

  22. 2d vs. 3d UI again CS774 Spring 2004

  23. Constraints • How is the mapping of actions to controls constrained? • One to one vs. many to one (ie, Norman’s car vs. telephone) • Cultural constraints • Physical constraints • Semantic constraints • Logical constraints CS774 Spring 2004

  24. See and point Little learning Good for tyros Need to organize clutter Finding and recognizing controls can be slow Compromise - progressive disclosure, key stroke options Remember and type Much learning Good for experts Less clutter, more elegant Habitual actions fast Knowledge in the Head vs Knowledge in the World CS774 Spring 2004

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