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Cognitive Models in HCI

Cognitive models represent aspects of users as they interact with systems, including their understanding, knowledge, intentions, and processing. Common categories are competence models, which represent expected user behavior, and performance models, which allow analyzing routine behavior in limited applications. Models include goal hierarchies, representing how users achieve goals through subgoals, linguistic models using notations like BNF to represent user-system dialog as a language, and physical models like KLM representing motor actions. Architectural models make assumptions about the architecture of the human mind.
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0% found this document useful (0 votes)
1K views30 pages

Cognitive Models in HCI

Cognitive models represent aspects of users as they interact with systems, including their understanding, knowledge, intentions, and processing. Common categories are competence models, which represent expected user behavior, and performance models, which allow analyzing routine behavior in limited applications. Models include goal hierarchies, representing how users achieve goals through subgoals, linguistic models using notations like BNF to represent user-system dialog as a language, and physical models like KLM representing motor actions. Architectural models make assumptions about the architecture of the human mind.
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Cognitive Models

Material from
Authors of Human Computer Interaction
Alan Dix, et al
Overview

Cognitive models represent users of interactive systems

• hierarchical - user’s task and goal structure


• linguistic – user-system grammar
• physical and device – human motor skills
• architectural – underlie all of above
Cognitive models

• They model aspects of user as they interact:


• understanding
• knowledge
• intentions
• processing

• Common categorization:
• Competence – represent kinds of behavior expected of user
• Performance – allow analysis of routine behavior in limited applications
Goal and taskhierarchies

Solve goals by solving subgoals


- Mental processing as “divide-and-conquer”

produce report
gather data
. find book names
. . do keywords search of names database
…further sub-goals
. . sift through names and abstracts by hand
…further sub-goals
. search sales database
..further sub-goals
layout tables and histograms
..further sub-goals
write description
..further sub-goals
Issues for goal hierarchies
• Granularity
• Where do we start?
• Where do we stop – how far to subdivide?
• Get down to a routine learned behavior, not
problem solving the
- unit task
• Conflict
• More than one way to achieve a goal
• Treatment of error
Techniques
• Goals, Operators, Methods and Selection (GOMS)
• Cognitive Complexity Theory (CCT)
• can represent error behavior
GOMS
• Goals - what the user wants to achieve

• Operators- basic actions user performs(granularity)

• Methods - decomposition of a goal into sub goals/operators


• may be more than one way or method to do that

• Selection - means of choosing between competing methods (GOMS


attempts to predict)
GOMS example
GOAL: ICONIZE-WINDOW
[select
GOAL: USE-CLOSE-METHOD
MOVE-MOUSE-TO-WINDOW-HEADER
POP-UP-MENU
CLICK-OVER-CLOSE-OPTION
GOAL: USE-L7-METHOD
PRESS-L7-KEY]

For a particular user Sam:


Rule 1: Select USE-CLOSE-METHOD unless
another rule applies.
Rule 2: If the application is GAME, select
L7-METHOD.
GOMS as a measure of performance
• selection rules can be tested for accuracy against user traces

• stacking depth of goal structure can estimate STM


requirements

• good for describing how experts perform routine tasks


• not for comparing across tasks
• not for predicting training time
Cognitive Complexity Theory - CCT
- basic premises of goal decomposition
- provides more predictive power

Two parallel descriptions:


• User - production rules of the form:
ifcondition thenaction

• Device - generalized transition networks


covered under dialogue models
Example: editing with vi

Production rules are in long-term memory


- 4 rules in the text on page 425

User sees a mistake - Model contents of working memory as


attribute-value mapping

(GOAL perform unit task


(TEXT task is insert space)
(TEXT task is at 5 23)
(CURSOR 8 7)
Example: editing with vi
Rules are pattern-matched to working memory,
e.g.,
LOOK-TEXT task is at %LINE %COLUMN
is true, with LINE = 5 COLUMN = 23.

Four rules model inserting a space –1st one only one that
can fire:
SELECT-INSERT-SPACE //bind to location
INSERT-SPACE-DONE //finished - unbind
INSERT-SPACE-1 //move cursor
INSERT-SPACE-2 //hit insert key and space
Example: editing with vi
When fired, binds the LINE and COL to 5 and 23 respectively and
adds to working memory

(GOAL insert space)


(NOTE executing insert space)
(LINE 5)
(COLUMN 23)

Now INSERT-SPACE-1 will fire


Notes on CCT
• Rules don’t fire in order written, may repeat
• Parallel model – rules can fire simultaneously
• Novice versus expert style rules
• Error behavior can be represented
• Measures
• Depth of goal structure
• Number of rules (more means interface more difficult to learn)
• Comparison with device description
Problems with goal hierarchies
• description can be enormous
• a post hoc technique – risk is that it is defined by the computer
dialog and not user
• expert versus novice

• Simple extensions possible


• goal closure (makes sure subgoal satisfied)
• eg. ATM example
Linguistic notations
• User’s interaction with a computer is often
viewed in terms of a language.

• Backus-Naur Form (BNF)


• Task-Action Grammar (TAG)
BNF
• Very common notation from computer science
• A purely syntactic view of the dialogue

Basic syntax:
nonterminal ::= expression
An expression contains terminals and nonterminals
combined in sequence (+) or as alternatives (|).

Terminals lowest level of user behavior


CLICK-MOUSE, MOVE-MOUSE
Nonterminals ordering of terminals; higher level of
abstraction
select-menu, position-mouse
draw line ::= select line + choose points + last point
select line ::= pos mouse + CLICK MOUSE
choose points ::= choose one | choose one + choose points
choose one ::= pos mouse + CLICK MOUSE
last point ::= pos mouse + DBL CLICK MOUSE
pos mouse ::= NULL | MOVE MOUSE + pos mouse
Measurements with BNF

• Number of rules or number of + and | operators

• Complications
• same syntax for different semantics
• reflects user’s actions, not user's perception of system responses
• enforcement of consistency in rules

• Extensions
• include “information-seeking actions” in grammar
• parameterized grammar rules
Task-Action Grammar - TAG

• Making consistency in language more explicit than in BNF


• Encoding user's world knowledge
• (eg. up is opposite of down)
• Accomplished by
• Parameterized grammar rules
• Nonterminals 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
Consistency in TAG

• In TAG, this consistency of argument order can be made explicit


using a parameter, or semantic feature for file operations.
file op[Op] ::= command[Op]+ filename + filename |
command[Op]+ filenames + directory

command[Op = copy] ::= cp


command[Op = move] ::= mv
command[Op = link] ::= ln
Notes

• Ignore system output


• (there are extensions to BNF and TAG)

• Hierarchical and grammar-based techniques initially developed


when systems were mostly command-line or keyboard and
cursor based.
Physical and device models

• Based on empirical knowledge of human motor system


• User's task: acquisition, then execution.
• These models only address execution
• Models are complementary with goal hierarchies
• Models
• The Keystroke Level Model (KLM)
• Buxton's 3-state model
Keystroke Level Model - KLM

Six execution phase operators


Physical motor K keystroking
P pointing
H homing
D drawing
Mental M mental preparation
System R response

Times are empirically determined.


Te
xe
cut
e = TK+ T P + T H + TD +TM +
T
R
Example
GOAL: ICONISE-WINDOW
[select
GOAL: USE-CLOSE-METHOD
MOVE-MOUSE-TO-WINDOW-HEADER
POP-UP-MENU
CLICK-OVER-CLOSE-OPTION
GOAL: USE-L7-METHOD
PRESS-L7-KEY]
Models so far

GOMS – cognitive processing involved in deriving subgoals to


carry out a task to achieve a goal
CCT – distinction between LTM (rules) and STM (working
memeory)
Linguistic (BNF and TAG) – focus on syntactic
KLM – motor and mental operators
Architectural models
All of cognitive models make assumptions
about the architecture of the human mind.
• Problem spaces – behavior viewed as sequence of agent/
environment states (can predict erroneous behavior)
• Interacting Cognitive Subsystems
• provides model of perception, cognition, and action
• 9 subsystems (5 physical, 4 mental)
• view of user as information processing machine
• concerned with determining how easy particular procedures of action
sequences become
Last notes
• Cognitive models attempt to represent users as they interact
with the system
• Three categories – what were they?
• Most cognitive models do not deal with user observation and
perception.
• Some techniques have been extended to handle system output,
but problems persist.
• Issues:
• Level of granularity
• Exploratory interaction versus planning

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