Hci Module 5
Hci Module 5
Cognitive models - Socio-Organizational issues and stake holder requirements –Goal and task hierarchies
Design Focus: GOMS saves money, Linguistic models, Cognitive architectures, Ubiquitous computing
and augmented realities, Information and data visualization –Communication and collaboration models-
Hypertext.
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COGNITIVE MODELS
A Cognitive model is the designer’s intended mental model for the user of the system: a set of ideas about
how it is organized and operates.
Cognitive modeling is an area of computer science that deals with simulating human problem-solving and
mental processing in a computerized model. Such a model can be used to simulate or predict human
behavior or performance on tasks similar to the ones modeled and improve human-computer interaction.
hierarchical representation of the user’s task and goal structure
linguistic and grammatical models
physical and device-level models.
The first category deals directly with the issue of formulation of goals and tasks.
The second deals with the grammar of the articulation translation and how it is understood by the user.
The third category again deals with articulation, but at the human motor level instead of at a higher level of
human understanding.
Example of BNF
Basic syntax:
– nonterminal: = expression
An expression
The names in the description are of two types: – contains terminals and non-terminals
non-terminals, shown in lower case, and terminals, shown in upper case.
Terminals represent the lowest level of user behavior, such as pressing a key, clicking a mouse
button or moving the mouse
Non-terminals are higher-level abstractions. The non-terminals are defined in terms of other non-terminals
and terminals by a definition of the form
combined in sequence (+) or as alternatives (|)
Task–action grammar (TAG) attempts to deal with some of these problems by including elements such
as parametrized grammar rules to emphasize consistency and encoding the user’s world knowledge
(for example, up is the opposite of down).
To illustrate consistency, we consider the three UNIX commands: cp (for copying files), mv (for
moving files) and ln (for linking files). Each of these has two possible forms.
They either have two arguments, a source and destination filename, or have any number of source
filenames followed by a destination directory:
Task–Action Grammar (TAG) can
• Making consistency more explicit
• Encoding user's world knowledge
• Parameterised grammar rules
• Nonterminal are modified to include additional semantic features
Consistency in TAG
• In BNF, three UNIX commands would be described as:
copy ::= cp + filename + filename | cp + filenames + directory
move ::= mv + filename + filename | mv + filenames + directory
link ::= ln + filename + filename | ln + filenames + directory
• No BNF measure could distinguish between this and a less consistent grammar in which
link ::= ln + filename + filename | ln + directory + filenames
• consistency of argument order made explicit using a parameter, or semantic feature for file operations
• Feature Possible values
Op = copy; move; link
• Rules
file-op[Op] ::= command[Op] + filename + filename
| command[Op] + filenames + directory
command[Op = copy] ::= cp
command[Op = move] ::= mv
command[Op = link] ::= ln
Other uses of TAG
• User’s existing knowledge
• Congruence between features and commands
• These are modelled as derived rules
UBIQUITOUS COMPUTING AND AUGMENTED REALITIES
• ubiquitous computing
– filling the real world with computers
• virtual and augmented reality
– making the real world in a computer!
Challenging HCI Assumptions
• What do we imagine when we think of a computer?
“The most profound technologies are those that disappear.”
• 1990’s: this was not our imagined
Ubiquitous Computing
• Any computing technology that permits human interaction away from a single workstation
• Implications for
– Technology defining the interactive experience
– Applications or uses
– Underlying theories of interaction
Scales of devices
• Weiser proposed
– Inch
– Foot
– Yard
• Implications for device size as well as relationship to people
Device scales
• Inch
– PDAs
– PARCTAB
– Voice Recorders
– smart phones
• Individuals own many of them and they can all communicate with each other and environment.
• Foot
– notebooks
– tablets
– digital paper
• Individual owns several but not assumed to be always with them.
• Yard
– electronic whiteboards
– plasma displays
– smart bulletin boards
• Buildings or institutions own them and lots of people share them.
Defining the Interaction Experience
• Implicit input
– Sensor-based input
– Extends traditional explicit input (e.g., keyboard and mouse)
– Towards “awareness”
– Use of recognition technologies
– Introduces ambiguity because recognizers are not perfect
Multi-scale and distributed output
• Screens of many sizes
– (very) small
– (very) large
Application Themes
• Context-aware computing – Sensed phenomena facilitate easier interaction
• Automated capture and access – Live experiences stored for future access
• Toward continuous interaction – Everyday activities have no clear begin-end conditions
New Opportunities for Theory
• Knowledge in the world – Ubicomp places more emphasis on the physical world
• Activity theory – Goals and actions fluidly adjust to physical state of world
• Situated action and distributed cognition – Emphasizes improvisational/opportunistic behavior versus
planned actions
• Ethnography – Deep descriptive understanding of activities in context
Evaluation Challenges
• How can we adapt other HCI techniques to apply to ubicomp settings?
– Ubicomp activities not so task-centric
– Technologies are so new, it is often hard to get long-term authentic summative evaluation
– Metric of success could be very different (playfulness, non-distraction versus efficiency)
ambient wood
• real wood! … filled with electronics
• light and moisture meters
– recorded with GPRS location
– drawn on map later
• ‘periscope’
– shows invisible things
– uses RFID
• triggered sound
City - shared experience
• visitors to Mackintosh Interpretation Centre
– some on web, some use VR, some really there
• interacting
– talk via microphones
– ‘see’ each other virtually
• different places
• different modalities
• shared experience computer!
networks in 2D
• network or ‘graph’:
– nodes – e.g. web pages
– links – may be directed or not – e.g. links
• planar – can drawn without crossing
• non-planar – any 2D layout has crossings
Distributed cognition is a theory of human cognition that describes how information processing is
dispersed across people and their workplace, their technologies, and their social organization and how
information processing evolves over time.
HYPERTEXT
Hypertext is a cross referencing tool which connects the links to other text using hyperlinks. Hypertext
is non-linear and multi sequential and it is different from our normal text.
By the help of hypertext one organized way is achieved to present information. This makes the user to
move from one part of the information to another part of the information which is in same page or any
other page.
It makes the documentation simple by providing a way of easy accessible to the end user
Example
Let's look at what a node is now. Each data component in a network is known as a node, and these nodes
connect to other nodes via a link or pointer. This idea is utilized on websites where the hypertext written
over a webpage includes a hyperlink to either the other text alone or to the other webpage.
Advantages
1. Hypertext allows for fast and easy access to information with minimal browsing.
2. New information outside of the person's competence, such as statistics or professional images of an
event, can be attached.
3. It promotes free expression by allowing everyone to view and express their thoughts on an already
discussed topic on the internet.
Disadvantages
1. Hypertext may present false information.
2. Frequently, there is no extra credibility for the original author. Only a portion from prior works is
immediately linked, with no background information. Users may only see the credibility if they go
beyond the hypertext.
3. Information may be untrustworthy