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Information Processing
Psychology - IPP
Revolution and opposition against
behaviorism
Behaviorism characterised psychology in
general from about 1900 to about 1970.
Information Processing
Psychology One of several approaches to model
cognitive and mental processes - in
opposition to behaviorism
(but still some behavioristic traits)
Information Processing
Psychology - ingredients
Model from the computer In contrast to previous cognitive models that
were often statistical
Information Processing :
methods
A qualitative method to derive information
processes
The think-aloud protocol was used to elicit
data on sequential problem solving.
Hypotheses: people expressed (parts of) that
what existed in their working memory - i.e.
part of the current knowledge state.
IPP - prerequisites-psychology
reintroduced
Since people are not computers, we have to use
reverse engineering to understand the
mechanisms by which they proceed:
Define problem
Identify process
Derive specific strategy from process
Derive general cognitive architecture from several
studies
Define problem
A cognitive architecture
Defines how rules are interpreted
In what order they are taken
What conditions prevail for how the rules
may be written (for instance how many
conditions and actions are possible for
one rule)
How the results of actions are stored
Senso-motoric
Attention
Perception
Memory
Metacognition
Task
Envi
ron
ment
Cognitiveprocessor
Productions
Productionrule
Auditory
input
Auditoryproc.
interpreter
Visual
input
Visualproc.
Vocalmotor
Manualmotor
Working
memory
Motor capacities
Eye and hand movements, time
Working memory
(restricts amount of material on which productions may
work)
5+/- 2 chunks
What is a chunk?
A meaningful unit
What is that?
Chunk
Chunkp
p
Zoo
Zoo
Som
Som
ChokladChokladpudding
pudding
Characteristics of ingredients in
the human information processor
FromNewell&Simon,1972
renderedbyCard,Moran&Newell,1983
Bild
Bildfrom
from
C,M&N
C,M&N
Rule-based systems:
Knowledge base systems
Intelligent tutoring
User modelling
HCI
Analytic models
Simulation models
Quasi-empirical approaches
KeystrokelevelavGOMS
Task:Copyawordandpositionitatsomeplaceatthetext
Method:Gettheoperationsfromthemenu
1.Timetoidentifytheword
2.Timetomarktheword
3.Timetomovetothemenuandfindthewordcopy
4.Timetoclickoncopy
5.Timetogotothepositioninthetextwerethewordshouldbeplaced
6.Timetoclickinordertomovethecursortothisplace
7.Timetomovetothemenuandgetthecommandpaste.
8.Timetoclickforplacingtheword.
9.TimeforcheckingthattheresultisOK
ThetimeforthehandmovementsiscalculatedaccordingtoFittslaw
En
Entjusig
tjusig
morgon
morgonp
p
kontoret
kontoret
Learning by doing
A problem solving approach is possible
Search!
Search!
Mismatching models
Conceptual models versus device models
versus the users model of the system
Designers have one particular (conceptual)
model in their mind about how a system should
work
The system is implemented to show a model
(device model) that may not be the same.
When users work with the system they may
construct yet another model of the system
Summary:
There is a gulf between perception and
execution. We may calculate the effects.
Goals
Intentions
Evaluation
Execution
Perception
System
(Norman, 1986)
Conclusions
HIP-models have a narrow range of
application
Within this range, they are surprisingly
successful
More so than any other models or
theories within HCI.
How
Howdo
dowe
we
know
knowwhich
which
applications
applications
??
How
Howis
is
success
success
defined?
defined?