SE365 · Lecture 2 · Annotated SlidesCognitive Aspects
Original
Overview

Cognitive Aspects

What cognition is (fast vs. slow thinking), the cognitive processes (attention, perception, memory, learning, reading/speaking/listening, problem-solving) with design implications, and cognitive frameworks: mental models, the gulfs of execution and evaluation, information processing, distributed, external and embodied cognition.

How to read this page

Every original slide is shown unchanged. Yellow marks on a slide point to a numbered note: hover or tap a mark to jump to its note, and hover a note to see its marks. Questions tagged Past exam appeared on a real paper; Prediction questions are likely angles, not confirmed. Pick an answer to each question: a wrong pick tells you why it is wrong, so you can try again.

All 74 slides
  1. 1 Slide 1
  2. 2 Overview
  3. 3 Learning Outcomes
  4. 4 What is cognition?
  5. 5 Which involves fast vs slow thinking?
  6. 6 Why do we need to understand users?
  7. 7 Cognitive processes
  8. 8 1. Attention
  9. 9 Activity: Find the price of a double room at the Holiday Inn in Bradley
  10. 10 Activity: Find the price for a double room at the Quality Inn in Columbia
  11. 11 Activity
  12. 12 Multitasking & attention
  13. 13 Multitasking experiment
  14. 14 Multitasking at work
  15. 15 Is it OK to use a phone when driving?
  16. 16 NO.....
  17. 17 Are hands-free phones safer to use when driving?
  18. 18 Design implications for attention
  19. 19 2. Perception
  20. 20 Is color contrast good? Find italian
  21. 21 Are borders and white space better? Find french
  22. 22 Activity
  23. 23 Which is easiest to read and why?
  24. 24 Design implications
  25. 25 Design implications
  26. 26 3. Memory
  27. 27 3. Memory
  28. 28 Processing in memory
  29. 29 Context is important
  30. 30 Activity
  31. 31 Recognition VS Recall
  32. 32 The problem with the classic
  33. 33 What some designers get up to...
  34. 34 Why?
  35. 35 Personal information management (PIM)
  36. 36 Personal information management
  37. 37 Personal information management (cont)
  38. 38 Personal information management (cont)
  39. 39 Apple ’ s Spotlight search tool
  40. 40 Memory aids
  41. 41 Memory load
  42. 42 Digital Forgetting
  43. 43 Design implications
  44. 44 4. Learning
  45. 45 Learning
  46. 46 Design implications
  47. 47 5. Reading, speaking & listening
  48. 48 Applications
  49. 49 Design implications
  50. 50 6. Problem Solving, planning, reasoning and decision making
  51. 51 Design implications
  52. 52 Dilemma
  53. 53 Cognitive Frameworks
  54. 54 1. Mental model
  55. 55 1. Mental model (cont)
  56. 56 Everyday reasoning and mental
  57. 57 Heating up a room or oven that is
  58. 58 Heating up a room or oven that is
  59. 59 Exercise: ATMs
  60. 60 How did you fare?
  61. 61 How can UX be designed to help people build better mental models?
  62. 62 2. Gulf of execution & evaluation
  63. 63 Bridging the gulfs
  64. 64 3. Information processing
  65. 65 Limitations
  66. 66 4. Distributed Cognition
  67. 67 Slide 67
  68. 68 What’s Involved
  69. 69 5. External Cognition
  70. 70 Externalizing to reduce memory
  71. 71 Computational offloading
  72. 72 6. Embodied interaction
  73. 73 Summary
  74. 74 Extra Activity
Slide 1 / 74

Slide 1

Slide 1: Slide 1
Slide 2 / 74

Overview

Slide 2: Overview
Slide 3 / 74

Learning Outcomes

Slide 3: Learning Outcomes
Slide 4 / 74

What is cognition?

Slide 4: What is cognition?

Notes

  1. Cognition: what goes on in our heads when we carry out everyday activities: thinking, remembering, learning, deciding, seeing, reading…

Slide 5 / 74

Which involves fast vs slow thinking?

Slide 5: Which involves fast vs slow thinking?

Notes

  1. Fast thinking (experiential, automatic) vs. slow thinking (reflective, effortful).

Slide 6 / 74

Why do we need to understand users?

Slide 6: Why do we need to understand users?
Slide 7 / 74

Cognitive processes

Slide 7: Cognitive processes
Slide 8 / 74

1. Attention

Slide 8: 1. Attention

Notes

  1. Attention: selecting things to concentrate on; depends on clear goals and how information is displayed.

Slide 9 / 74

Activity: Find the price of a double room at the Holiday Inn in Bradley

Slide 9: Activity: Find the price of a double room at the Holiday Inn in Bradley
Slide 10 / 74

Activity: Find the price for a double room at the Quality Inn in Columbia

Slide 10: Activity: Find the price for a double room at the Quality Inn in Columbia
Slide 11 / 74

Activity

Slide 11: Activity
Slide 12 / 74

Multitasking & attention

Slide 12: Multitasking & attention
Slide 13 / 74

Multitasking experiment

Slide 13: Multitasking experiment
Slide 14 / 74

Multitasking at work

Slide 14: Multitasking at work
Slide 15 / 74

Is it OK to use a phone when driving?

Slide 15: Is it OK to use a phone when driving?
Slide 16 / 74

NO.....

Slide 16: NO.....
Slide 17 / 74

Are hands-free phones safer to use when driving?

Slide 17: Are hands-free phones safer to use when driving?
Slide 18 / 74

Design implications for attention

Slide 18: Design implications for attention
Slide 19 / 74

2. Perception

Slide 19: 2. Perception

Notes

  1. Perception: how information is acquired through the senses and turned into experiences. Use contrast, white space and grouping.

Slide 20 / 74

Is color contrast good? Find italian

Slide 20: Is color contrast good? Find italian
Slide 21 / 74

Are borders and white space better? Find french

Slide 21: Are borders and white space better? Find french
Slide 22 / 74

Activity

Slide 22: Activity
Slide 23 / 74

Which is easiest to read and why?

Slide 23: Which is easiest to read and why?
Slide 24 / 74

Design implications

Slide 24: Design implications
Slide 25 / 74

Design implications

Slide 25: Design implications
Slide 26 / 74

3. Memory

Slide 26: 3. Memory
Slide 27 / 74

3. Memory

Slide 27: 3. Memory
Slide 28 / 74

Processing in memory

Slide 28: Processing in memory
Slide 29 / 74

Context is important

Slide 29: Context is important
Slide 30 / 74

Activity

Slide 30: Activity
Slide 31 / 74

Recognition VS Recall

Slide 31: Recognition VS Recall

Notes

  1. Recognition is easier than recall: GUIs show options so users recognize rather than remember commands.

  2. Memory trick Menus and icons = recognition; command lines = recall.

Exam angle

PredictionQ1

Graphical menus are easier than command lines mainly because:

Slide 32 / 74

The problem with the classic

Slide 32: The problem with the classic
Slide 33 / 74

What some designers get up to...

Slide 33: What some designers get up to...
Slide 34 / 74

Why?

Slide 34: Why?
Slide 35 / 74

Personal information management (PIM)

Slide 35: Personal information management (PIM)
Slide 36 / 74

Personal information management

Slide 36: Personal information management
Slide 37 / 74

Personal information management (cont)

Slide 37: Personal information management (cont)
Slide 38 / 74

Personal information management (cont)

Slide 38: Personal information management (cont)
Slide 39 / 74

Apple ’ s Spotlight search tool

Slide 39: Apple ’ s Spotlight search tool
Slide 40 / 74

Memory aids

Slide 40: Memory aids
Slide 41 / 74

Memory load

Slide 41: Memory load

Notes

  1. Memory load: 7 ± 2 (Miller) is about short-term memory items, NOT a rule for menu length.

  2. Trap Don’t use "7 ± 2" to limit menu items or tabs: the items are visible, so no recall is needed.

Exam angle

PredictionQ1

Miller’s 7 ± 2 means menus should never have more than 7 items.

Slide 42 / 74

Digital Forgetting

Slide 42: Digital Forgetting
Slide 43 / 74

Design implications

Slide 43: Design implications
Slide 44 / 74

4. Learning

Slide 44: 4. Learning

Notes

  1. Learning: people prefer learning by doing; design for exploration and undo.

Slide 45 / 74

Learning

Slide 45: Learning
Slide 46 / 74

Design implications

Slide 46: Design implications
Slide 47 / 74

5. Reading, speaking & listening

Slide 47: 5. Reading, speaking & listening
Slide 48 / 74

Applications

Slide 48: Applications
Slide 49 / 74

Design implications

Slide 49: Design implications
Slide 50 / 74

6. Problem Solving, planning, reasoning and decision making

Slide 50: 6. Problem Solving, planning, reasoning and decision making

Notes

  1. Problem solving / planning / reasoning / decision-making: reflective cognition; show information needed for comparisons.

Slide 51 / 74

Design implications

Slide 51: Design implications
Slide 52 / 74

Dilemma

Slide 52: Dilemma
Slide 53 / 74

Cognitive Frameworks

Slide 53: Cognitive Frameworks
Slide 54 / 74

1. Mental model

Slide 54: 1. Mental model

Notes

  1. Mental model: a user’s internal model of how a system works; often wrong (turning the thermostat up higher heats faster).

Exam angle

PredictionQ1

Setting the thermostat to maximum to heat a room faster reflects a faulty:

Slide 55 / 74

1. Mental model (cont)

Slide 55: 1. Mental model (cont)
Slide 56 / 74

Everyday reasoning and mental

Slide 56: Everyday reasoning and mental
Slide 57 / 74

Heating up a room or oven that is

Slide 57: Heating up a room or oven that is
Slide 58 / 74

Heating up a room or oven that is

Slide 58: Heating up a room or oven that is
Slide 59 / 74

Exercise: ATMs

Slide 59: Exercise: ATMs
Slide 60 / 74

How did you fare?

Slide 60: How did you fare?
Slide 61 / 74

How can UX be designed to help people build better mental models?

Slide 61: How can UX be designed to help people build better mental models?
Slide 62 / 74

2. Gulf of execution & evaluation

Slide 62: 2. Gulf of execution & evaluation

Notes

  1. Gulf of execution: gap between what users want to do and what the system lets them do. Gulf of evaluation: gap between the system state and the user’s ability to interpret it.

Exam angle

PredictionQ1

Users can’t tell whether their file was saved. This is a gulf of:

Slide 63 / 74

Bridging the gulfs

Slide 63: Bridging the gulfs
Slide 64 / 74

3. Information processing

Slide 64: 3. Information processing

Notes

  1. Information processing: mind as a series of stages: encode → compare → select response → execute.

Slide 65 / 74

Limitations

Slide 65: Limitations
Slide 66 / 74

4. Distributed Cognition

Slide 66: 4. Distributed Cognition

Notes

  1. Distributed cognition: cognition spread across people, tools and the environment (e.g. an air-traffic control team).

Slide 67 / 74

Slide 67

Slide 67: Slide 67
Slide 68 / 74

What’s Involved

Slide 68: What’s Involved
Slide 69 / 74

5. External Cognition

Slide 69: 5. External Cognition

Notes

  1. External cognition: using external representations (notes, calendars) to reduce memory load and do computational offloading.

Slide 70 / 74

Externalizing to reduce memory

Slide 70: Externalizing to reduce memory
Slide 71 / 74

Computational offloading

Slide 71: Computational offloading
Slide 72 / 74

6. Embodied interaction

Slide 72: 6. Embodied interaction

Notes

  1. Embodied interaction: thinking through the body and physical interaction.

Slide 73 / 74

Summary

Slide 73: Summary
Slide 74 / 74

Extra Activity

Slide 74: Extra Activity