Keynote at the European Conference on Cognitive Ergonomics (ECCE 2022), Kaiserslautern, Germany, 7th Oct 2022.
https://alandix.com/academic/talks/ECCE2022-keynote/
From prehistory to the internet age, humans have always lived as part of a technologically mediated world. Knapped flints have given way to touch-screens, cuneiform to CSS, but in both rapid hand-eye coordination and long-term social interactions, our experiences and actions in the world are embedded in a physical, mechanical, symbolic and digital nexus. After far too long in the writing, my co-authors and I are delighted that "TouchIT: Understanding Design in a Physical-Digital World" is finally published – symbolic words, recorded in digital media and printed on physical paper. This book covers established and emergent digital technology, but repeatedly the continuity of current and past technology, physical and digital worlds is evident. The fundamental cognitive resources that enable our digital existence in an age of constant flux are the result of aeons of development in a physical world that we remake and reimagine. In this talk I will explore multiple scales of digital interaction from seconds to years, informed by and illuminating what it means to be a fully embodied and richly reflective human.
5. Fitts’ Law
more than 50 years old!
– Paul Fitts’ paper 1954
– originally physical movement (mouse etc. later)
loads of research in HCI!
– mostly focused on what: numbers, counts
– rarely why – what is going on
what is going on?
– Fitts’ focus information theory – capacity of the brain
(Shannon & Weaver influential at the time)
– alternative cybernetic accounts
– take the body seriously!
6. 1
intended
direction
circle of
error
target
start position
4
finish when
circle of error
within target
actual
direction
2
3
cybernetic movement to target
Note:
• time lag
• stochastic
Fitts’ law if ...
• error prop. to distance
• practiced
• etc. ...
number of steps
~ log ( distance)
7. accurate enough?
think about hands and arms
for mouse initial error 5-20%
initial ballistic movement accurate enough for effectors
– hand for arm, finger-tip for finger
for eye too
saccade accurate enough for effector (fovea)
only need better when artificially extended:
cursor, stylus
Fitts’ is law of cybernetic extension!
16. while walking
active
camera, recorder
passive
GPS, ECG, EDA
when stopped
iPad, blog, flickr,
social media,
uploading data
before/after
web for planning
new contacts on
Twitter, email
reporting, analysis
while walking
other walkers
occasional
friends/family
meeting
when stopped
shop keepers,
B&B proprietors,
chance meetings
talks, visits
before/after
family and friends,
readers,
researchers,
future walkers
social
sphere
technical
sphere
20. comparison
short term long term mezzanine
capacity 7+/-2 chunks big! ?
decay ~30s lifetime ? mins–hours
needs rehearsal
laying down implicit repetition implicit
neural electrical physical chemical?
mechanism neuron firing synapse growth LTP
21. ‘normal’ life ‘normal’ life
walking life
universal time
April May June July
2013
more than 3 month gap
22. universal time
April May June July
2013
‘normal’ life ‘normal’ life
walking life
more than 3 month gap
event in past time of
remembering
underestimate
time
23. universal time
April May June July
2013
‘normal’ life ‘normal’ life
walking life
more than 3 month gap
27. many selves ???
• digital extensions into contact lists, email social
media, etc.
allow us to break Dunbar limits
• maybe possible because Dunbar operates per
thread?
32. features of regret
• past (bad) decisions brought to mind
• counter-factual “what if” reasoning
• feel bad if could have done better
• feel worse if “just missed”
• most egregious recapitulated
37. senses
(7) learnt association
even though action
not obviously linked
or most salient
(4) logical deduction of
what mattered
determines what is
brought to mind
(6) causes negative
emotion
“if only I hadn’t”
… regret
regret – causal thinking
(5) imagination
causes simultaneous
activation in
relevant areas
action
(6b) counter-factual deduction
of how much it matters
influences strength of emotion
(7b) learnt association
stronger or weaker
depending on
strength of emotion
emotion
38. living in our imagination
what might have been
what might be
43. from real will
to actual will
from motivation
to behaviour
https://commons.wikimedia.org/wiki/File:FitbitStand.jpg
https://commons.wikimedia.org/wiki/File:Duolingo,_mem-referenco,_1.jpeg
49. simple interactions
• limited duration (minutes/hours)
• continuous activity (except breaks/interruptions)
e.g. Norman’s execution evaluation cycle
most design tools and principles
system
evaluation
execution
goal
50. extended interactions
• long duration (days/weeks/years)
• discontinuous activity (multi-phase)
phases of direct interaction
gaps … but things happen
51. examples
• Use of social media
• Shopping sites
• Online courses
• Support applications for physical courses
• ATMs and banks
links to: service design, CRM, adoption and appropriation,
activity theory
52. long term …
• absolute time
– weeks/months/years vs second/minutes
• relative time – discontinuous engagement
– periods of use vs. length of overall activity
– expected/design to be that way (c.f interruptions)
53. time scales
sec min hour day week year
sec
min
hour
day
week
year
absolute length
relative
length
length of overall activity
length of
periods of
engagement
interruption
intermittent
54. long term …
• absolute time
• relative time – discontinuous engagement
• may be multi-scale
– single module vs. university degree
– using city guide in Paris vs. using same app. for tour
of Beijing next year
– activity may be fragmented
– e.g. online course vs support software for physical course
55. Properties (1)
• may cross organizational boundaries
– e.g. hotel and taxi to airport
• dealing with re-engagement
– Triggers
– re-establishing context
• actions outside the digital domain
– e.g. tourist app and visiting site or timetabling app
and attending classes
56. Properties (2)
• learning effects
– but may be occasional use
• activities change – phases/stages
• systems change
59. at start
knowledge
– How does the user know the system exists?
motivation
– What makes them want to use it?
opportunity
– What enables actual use? (installation, access etc.)
60. between phases
motivation
– What makes them want to re-engage?
trigger
– What prompts the user to re-engage?
opportunity
– How do they do so? (e.g. find URL, locate app)
61. at end
existence
– Is there a natural end to the overall activity
termination
– If user action is needed is this clear?
recognition
– Does the user know they have got to the end?
satisfaction
– Has the overall activity met the broad goals?
64. synopsis / reminisce
context switching – social media and emotion
Fitts law – the ever extended body
walking – onion rings of experience
memory – threads of experience
regret – living in past and future
motivation – remember Rousseau
long-term interaction – intermittent episodes