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HUMAN COMPUTER INTERACTION
            Subject Code : DCM 214
                                     Chapter 3:
                          MEMORY AND LEARNING


1           Prepared By : NURAINI MOHD GHANI
Key points:
Long term memory
       • organised as networks schemas frames
                      networks, schemas,
Short term memory
       • what are the limits?
Learning rates
Learnability




 2                 Prepared By : NURAINI MOHD GHANI
Human constraints
Model Human Processor
(MHP)

#Perceptual, Motor and
Cognitive sub-systems
          sub systems
characterised by:

– St
  Storage capacity U
               it
– Decay time D
– Processor cycle time T

#We will focus today on
the memory stores

 3                    Prepared By : NURAINI MOHD GHANI
Long term memory
    Long Term Memory (LTM)

    Infinite capacity and decay time?
               p y            y
             *Not everything is stored (what is filtering process?)
             * Not everything stored can be retrieved (what is recall process?)
             * Not everything recalled is correct (what is interference process?)

    Different kinds of memory may be distinguished:

    Declarative, knowledge of facts:
          * Episodic: what happened, where and when
          *Semantic: factual information, general knowledge independent
          of context

    Procedural: how-to-do-it knowledge
          *Usually implicit, hard to put in words (hence ‘non-declarative’)
          e.g. how to ride a bicycle



4                                   Prepared By : NURAINI MOHD GHANI
Declarative memory models
    Semantic nets: memory is organised by links expressing strength
    or type of relationships between nodes


    May be hierarchical
     Can generate representation of people s knowledge by asking them to rank
                                      people’s
    relatedness of item pairs, then generate and prune network (e.g. Pathfinder
    algorithm)




5                           Prepared By : NURAINI MOHD GHANI
6   Prepared By : NURAINI MOHD GHANI
Declarative memory models
  Schemas:
pre-exisiting knowledge structures that shape our memory of new
  inputs

#Can improve recall but also cause memory biases
# The schema concept has been formalised as:
# Frames: knowledge is organised into data structures with fixed,
  default and variable slots or attributes (c.f. OOP)
# Scripts: stereotypical knowledge about situations that allows
  interpretation of partial descriptions or cues
         • E.g. “We went to that restaurant you recommended. The food
  arrived quickly. We left about nine.” Did they eat the food? Did they pay? Were
  there tables in the restaurant?
#Note interaction with episodic memory
# Schemas may develop as abstractions of specific experiences
#Our memory of specific experiences may be shaped by schema
               y     p         p           y        p      y

 7                          Prepared By : NURAINI MOHD GHANI
Procedural memory
     How to do it’


*Often modelled in HCI as production rules:
* Set of rules in the form: if condition then action
* Conditions: e.g. user goals (and subgoals) and current STM contents Actions: what
   to do (and update to goals)


* Condition Action
GOAL: DELETE [POSITION CURSOR] [PRESS DELETE]* A more realistic example:
                                      DELETE]




 8                                Prepared By : NURAINI MOHD GHANI
Procedural memory
     Using production rule description:

   Complexity of interaction task can be estimated from number
  of
production rules needed to describe it.
p
   Time to learn a task can be estimated by how many
  production
rules transfer to it from previous tas s
 u st a s          t o p v ous tasks
   Cognitive load can be estimated by how much working
  memory the
conditions assume
   Note this does not imply these rules are consciously
  understood


 9                       Prepared By : NURAINI MOHD GHANI
Long term memory
  Important constraint is ability to retrieve information

    Semantic nets imply easier if have cues that are near links to the
target
    Schemas imply easier if target is part of coherent structure
    Have a much larger capacity for recognition than recall
    Hence menus vs. command interfaces
    But scanning also takes time, or may have many more items than
can be realistically scanned
         • Need to recall where to look for the item to recognise
         • Important to support partial recall (e.g. part of file name)
         • Important to support contextual recall (e.g. when file
   created)

 10                       Prepared By : NURAINI MOHD GHANI
Short term memory (STM)
  Capacity of STM 7±2 chunks of information.

   cf. Working Memory
   `Registers’ of the Cognitive Processor
        •D f
          Data from perceptualsub-systems
                                l b
        • Activated ‘chunks’ of LTM
   ‘Cognitive load of task is
    Cognitive load’
how much we have to
keep “in mind”
   Attention bottleneck
   Limited capacity – but
what is the limit?
 11                   Prepared By : NURAINI MOHD GHANI
Learning
  Power law of Practice:

    Reaction time: Tn = T1n-a a = 0.4[0.2 -- 0.6]
    I.e. improvement is rapid at first, and slows later
    Has been found in a wide variety of tasks (pressing button
sequences, reading inverted text, mental arithmetic, manufacturing,
writing books…)
    However Heathcote et al. (2000)
                               (       )
show individual data in a variety
of tasks is actually better
described as exponential:
   Tn = T1e-an
    Implies constant relative
learning rate

 12                      Prepared By : NURAINI MOHD GHANI
Learning
  An alternative framework to the acquisition of ‘production rules’ is
  the reinforcement learning approach

   Assume an agent is interacting with a world that can be described
  as a Markov Decision Process
   World contains set of states S
   In each state s the agent can take one of a set of actions A(s)
   Given action a in state s, will have transition to state s’ with
  probability P(s s’,a)
              P(s,s a)
   Also have expected reward on the transition R(s,s’,a)
   The problem for the agent is to find a policy π for taking the right
  action in a given state to maximise the expected future reward
   Ignoring (for now) the various AI algorithms for solving this
problem, we can use it as a framework for understanding what
makes interfaces more or less learnable

 13                      Prepared By : NURAINI MOHD GHANI
Learnability (Dix #1)
 Predictability — determinism and operation visibility


 System behaviour is observably deterministic:
 Easier to learn if P(s,s’,a)=1, i.e. the same action in the same state has the same consequence
 Also important that user can see that the state has changed as a result of the action (within
 reasonable delay)
 Markov property: transition does not depend on history (how current state was reached);
 hence reduced memory load?
 operation visibility:
         user knows the available actions (e.g. use logical constraints)




14
                                   Prepared By : NURAINI MOHD GHANI
Learnability (Dix #2)
  Synthesisability: the user can assess effect of past
  actions

   Specifically, they can assess if the outcome is better or
  worse
than expected (are they making progress towards the goal?)
   Immediate vs. eventual honesty
                vs
   Supervised learning provides explicit feedback at each
  step
       • Advantages of WYSIWYG
   Difficult learning situations involve long chains of states
  and actions before any reward is received
 15                  Prepared By : NURAINI MOHD GHANI
Learnability (Dix #3)
 Familiarity: match the interface to users’ expectations:

  Facilitate guessing:
  Suggested that users when guessing will generally pick the
 action that (superficially) most resembles the goal Hence
                                                goal.
 should:
      1. Make the possible actions salient and distinct, keep number small
      2. Use identity cues between actions and goals as much as possible
      3. Don’t require long sequences of choices
      4. Have one or less obscure actions
      5. Enable undo.
  Users learn better from exploring, but may be reluctant to
   p
 explore

16                         Prepared By : NURAINI MOHD GHANI
Learnability (Dix #3)
 Familiarity: match the interface to users’
 expectations:

  Use terms consistent with everyday usage?
                                   y y     g
  Problem that agreement can be low, e.g. Furnas et al:
  find only 10-20% of users generate same command
          y                   g
 name as an ‘armchair’ designer.
  User-preferred names overlap by only 15-35%.
  Up to 15 aliases still covers only 60-80%.
  Exploit natural affordances

17                  Prepared By : NURAINI MOHD GHANI
Affordances
 Affordance: a relation between agent, object and task

  We don’t normally see the world in terms of coloured
 surfaces in space

  We directly perceive the potential for interaction "If a
 terrestrial surface is nearly horizontal (instead of slanted), nearly flat
 (instead of convex or concave), and sufficiently extended (relative to
 the size of the animal) and if its substance is rigid (relative to the
 weight of the animal), then the surface affords support…”
                                  J.J. Gibson (1979) The Ecological Approach to Perception


     “If a door handle needs a sign, then its design is faulty”
                                              D. Norman, The Psychology of Everyday Things



18                        Prepared By : NURAINI MOHD GHANI
Affordances & HCI
  Doors are ‘surface artifacts’: what you can perceive is all that exists
  (though bad design might confuse these properties)

    E.g. physical file – can see if open, size, type of content
    Computers are `internal artifacts’: they have complex internal
   states that determine their function but are not visible
   This information needs to be transformed into a surface
   representation for the user:
    Opportunity: can choose the representation best suited to the user
without the physical constraints of surface artifacts
    Problem: it is up to the designer to decide what will be visible; and
this
thi requires expert knowledge of b th th artifact and the user
           i           tk     l d     f both the tif t d th
    E.g. what might the user need or want to know about the
   computer file?


 19                       Prepared By : NURAINI MOHD GHANI
Learnability (Dix #4)
 Consistency — likeness in input/output behaviour arising from similar
 situations or task objectives

 Make the state s recognisable to facilitate choice of correct action based on previous
 experience
 challenge (and danger):
        consistency i not self-contained
              it     is t lf        t i d
        consistency within screens
        consistency within applications
        consistency within desktop
         ..
 Examples: consistent patterns in layout; same short-cut keys for similar action; same
 placement for recurrent menu options
        Always place the Q command as the llast item in the lleftmost menu
        Al       l    h Quit            d     h               h f
 Well-learnt actions can become ‘habits’: the state evokes a particular action even
 when it is not appropriate for the goal
        E.g. confirmation dialogues
           g                   g


20                           Prepared By : NURAINI MOHD GHANI
Learnability (Dix #5)
  Generalizability — extending specific interaction
  knowledge to new situations
         g

   Implies learning capability that abstracts from specific states
and actions to recognise similarities and consistent patterns
   UI standards and guidelines can assist/enforce generalizability
   applications should offer the Cut/Copy/Paste operations whenever
possible
   Users should generalise from cutting text cutting images etc to
                                        text,        images, etc.
cutting files


 21                     Prepared By : NURAINI MOHD GHANI
Learning in the computer
 Learning algorithms are increasingly being used to allow the Computer to adapt to us, rather
 than vice versa


 E.g. applying reinforcement learning for spoken dialogue managers to learn optimal action for
 every situation
 See http://homepages.inf.ed.ac.uk/olemon/
        p       p g




22                              Prepared By : NURAINI MOHD GHANI
THANK YOU
     SEE YOU NEXT CLASS

                AND

DON’T FORGET TO FINISH
   YOUR HOMEWORK
23        Prepared By : NURAINI MOHD GHANI

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Chapter 3 memory and learning

  • 1. HUMAN COMPUTER INTERACTION Subject Code : DCM 214 Chapter 3: MEMORY AND LEARNING 1 Prepared By : NURAINI MOHD GHANI
  • 2. Key points: Long term memory • organised as networks schemas frames networks, schemas, Short term memory • what are the limits? Learning rates Learnability 2 Prepared By : NURAINI MOHD GHANI
  • 3. Human constraints Model Human Processor (MHP) #Perceptual, Motor and Cognitive sub-systems sub systems characterised by: – St Storage capacity U it – Decay time D – Processor cycle time T #We will focus today on the memory stores 3 Prepared By : NURAINI MOHD GHANI
  • 4. Long term memory Long Term Memory (LTM) Infinite capacity and decay time? p y y *Not everything is stored (what is filtering process?) * Not everything stored can be retrieved (what is recall process?) * Not everything recalled is correct (what is interference process?) Different kinds of memory may be distinguished: Declarative, knowledge of facts: * Episodic: what happened, where and when *Semantic: factual information, general knowledge independent of context Procedural: how-to-do-it knowledge *Usually implicit, hard to put in words (hence ‘non-declarative’) e.g. how to ride a bicycle 4 Prepared By : NURAINI MOHD GHANI
  • 5. Declarative memory models Semantic nets: memory is organised by links expressing strength or type of relationships between nodes May be hierarchical Can generate representation of people s knowledge by asking them to rank people’s relatedness of item pairs, then generate and prune network (e.g. Pathfinder algorithm) 5 Prepared By : NURAINI MOHD GHANI
  • 6. 6 Prepared By : NURAINI MOHD GHANI
  • 7. Declarative memory models Schemas: pre-exisiting knowledge structures that shape our memory of new inputs #Can improve recall but also cause memory biases # The schema concept has been formalised as: # Frames: knowledge is organised into data structures with fixed, default and variable slots or attributes (c.f. OOP) # Scripts: stereotypical knowledge about situations that allows interpretation of partial descriptions or cues • E.g. “We went to that restaurant you recommended. The food arrived quickly. We left about nine.” Did they eat the food? Did they pay? Were there tables in the restaurant? #Note interaction with episodic memory # Schemas may develop as abstractions of specific experiences #Our memory of specific experiences may be shaped by schema y p p y p y 7 Prepared By : NURAINI MOHD GHANI
  • 8. Procedural memory How to do it’ *Often modelled in HCI as production rules: * Set of rules in the form: if condition then action * Conditions: e.g. user goals (and subgoals) and current STM contents Actions: what to do (and update to goals) * Condition Action GOAL: DELETE [POSITION CURSOR] [PRESS DELETE]* A more realistic example: DELETE] 8 Prepared By : NURAINI MOHD GHANI
  • 9. Procedural memory Using production rule description: Complexity of interaction task can be estimated from number of production rules needed to describe it. p Time to learn a task can be estimated by how many production rules transfer to it from previous tas s u st a s t o p v ous tasks Cognitive load can be estimated by how much working memory the conditions assume Note this does not imply these rules are consciously understood 9 Prepared By : NURAINI MOHD GHANI
  • 10. Long term memory Important constraint is ability to retrieve information Semantic nets imply easier if have cues that are near links to the target Schemas imply easier if target is part of coherent structure Have a much larger capacity for recognition than recall Hence menus vs. command interfaces But scanning also takes time, or may have many more items than can be realistically scanned • Need to recall where to look for the item to recognise • Important to support partial recall (e.g. part of file name) • Important to support contextual recall (e.g. when file created) 10 Prepared By : NURAINI MOHD GHANI
  • 11. Short term memory (STM) Capacity of STM 7±2 chunks of information. cf. Working Memory `Registers’ of the Cognitive Processor •D f Data from perceptualsub-systems l b • Activated ‘chunks’ of LTM ‘Cognitive load of task is Cognitive load’ how much we have to keep “in mind” Attention bottleneck Limited capacity – but what is the limit? 11 Prepared By : NURAINI MOHD GHANI
  • 12. Learning Power law of Practice: Reaction time: Tn = T1n-a a = 0.4[0.2 -- 0.6] I.e. improvement is rapid at first, and slows later Has been found in a wide variety of tasks (pressing button sequences, reading inverted text, mental arithmetic, manufacturing, writing books…) However Heathcote et al. (2000) ( ) show individual data in a variety of tasks is actually better described as exponential: Tn = T1e-an Implies constant relative learning rate 12 Prepared By : NURAINI MOHD GHANI
  • 13. Learning An alternative framework to the acquisition of ‘production rules’ is the reinforcement learning approach Assume an agent is interacting with a world that can be described as a Markov Decision Process World contains set of states S In each state s the agent can take one of a set of actions A(s) Given action a in state s, will have transition to state s’ with probability P(s s’,a) P(s,s a) Also have expected reward on the transition R(s,s’,a) The problem for the agent is to find a policy π for taking the right action in a given state to maximise the expected future reward Ignoring (for now) the various AI algorithms for solving this problem, we can use it as a framework for understanding what makes interfaces more or less learnable 13 Prepared By : NURAINI MOHD GHANI
  • 14. Learnability (Dix #1) Predictability — determinism and operation visibility System behaviour is observably deterministic: Easier to learn if P(s,s’,a)=1, i.e. the same action in the same state has the same consequence Also important that user can see that the state has changed as a result of the action (within reasonable delay) Markov property: transition does not depend on history (how current state was reached); hence reduced memory load? operation visibility: user knows the available actions (e.g. use logical constraints) 14 Prepared By : NURAINI MOHD GHANI
  • 15. Learnability (Dix #2) Synthesisability: the user can assess effect of past actions Specifically, they can assess if the outcome is better or worse than expected (are they making progress towards the goal?) Immediate vs. eventual honesty vs Supervised learning provides explicit feedback at each step • Advantages of WYSIWYG Difficult learning situations involve long chains of states and actions before any reward is received 15 Prepared By : NURAINI MOHD GHANI
  • 16. Learnability (Dix #3) Familiarity: match the interface to users’ expectations: Facilitate guessing: Suggested that users when guessing will generally pick the action that (superficially) most resembles the goal Hence goal. should: 1. Make the possible actions salient and distinct, keep number small 2. Use identity cues between actions and goals as much as possible 3. Don’t require long sequences of choices 4. Have one or less obscure actions 5. Enable undo. Users learn better from exploring, but may be reluctant to p explore 16 Prepared By : NURAINI MOHD GHANI
  • 17. Learnability (Dix #3) Familiarity: match the interface to users’ expectations: Use terms consistent with everyday usage? y y g Problem that agreement can be low, e.g. Furnas et al: find only 10-20% of users generate same command y g name as an ‘armchair’ designer. User-preferred names overlap by only 15-35%. Up to 15 aliases still covers only 60-80%. Exploit natural affordances 17 Prepared By : NURAINI MOHD GHANI
  • 18. Affordances Affordance: a relation between agent, object and task We don’t normally see the world in terms of coloured surfaces in space We directly perceive the potential for interaction "If a terrestrial surface is nearly horizontal (instead of slanted), nearly flat (instead of convex or concave), and sufficiently extended (relative to the size of the animal) and if its substance is rigid (relative to the weight of the animal), then the surface affords support…” J.J. Gibson (1979) The Ecological Approach to Perception “If a door handle needs a sign, then its design is faulty” D. Norman, The Psychology of Everyday Things 18 Prepared By : NURAINI MOHD GHANI
  • 19. Affordances & HCI Doors are ‘surface artifacts’: what you can perceive is all that exists (though bad design might confuse these properties) E.g. physical file – can see if open, size, type of content Computers are `internal artifacts’: they have complex internal states that determine their function but are not visible This information needs to be transformed into a surface representation for the user: Opportunity: can choose the representation best suited to the user without the physical constraints of surface artifacts Problem: it is up to the designer to decide what will be visible; and this thi requires expert knowledge of b th th artifact and the user i tk l d f both the tif t d th E.g. what might the user need or want to know about the computer file? 19 Prepared By : NURAINI MOHD GHANI
  • 20. Learnability (Dix #4) Consistency — likeness in input/output behaviour arising from similar situations or task objectives Make the state s recognisable to facilitate choice of correct action based on previous experience challenge (and danger): consistency i not self-contained it is t lf t i d consistency within screens consistency within applications consistency within desktop .. Examples: consistent patterns in layout; same short-cut keys for similar action; same placement for recurrent menu options Always place the Q command as the llast item in the lleftmost menu Al l h Quit d h h f Well-learnt actions can become ‘habits’: the state evokes a particular action even when it is not appropriate for the goal E.g. confirmation dialogues g g 20 Prepared By : NURAINI MOHD GHANI
  • 21. Learnability (Dix #5) Generalizability — extending specific interaction knowledge to new situations g Implies learning capability that abstracts from specific states and actions to recognise similarities and consistent patterns UI standards and guidelines can assist/enforce generalizability applications should offer the Cut/Copy/Paste operations whenever possible Users should generalise from cutting text cutting images etc to text, images, etc. cutting files 21 Prepared By : NURAINI MOHD GHANI
  • 22. Learning in the computer Learning algorithms are increasingly being used to allow the Computer to adapt to us, rather than vice versa E.g. applying reinforcement learning for spoken dialogue managers to learn optimal action for every situation See http://homepages.inf.ed.ac.uk/olemon/ p p g 22 Prepared By : NURAINI MOHD GHANI
  • 23. THANK YOU SEE YOU NEXT CLASS AND DON’T FORGET TO FINISH YOUR HOMEWORK 23 Prepared By : NURAINI MOHD GHANI