cognitive elements of menu selection 조 성 식조 성 식. 1/20 contents menu selection process...
TRANSCRIPT
Cognitive Elements of Menu Selection
조 성 식
2/20Contents
Menu Selection Process
Problem Solving & Search Strategies
Cognitive Layouts of Mental Models
Summary
- Information Acquisition and Search- Choice Process and Time
- Response Process
- Evaluation and Error Detection
- Heuristics- User Strategies and Styles
- Menu Selection as a Metaphor
- Schemata and Scripts
- Cognitive Layouts of Menus
3/20Menu Selection Process
Information Acquisition and Search
Choice Process and Time
Evaluation and Error Detection
Response Process
-Information Processing Models
-Models of Visual Search
-Stopping Rules
-Searching Time
-The Number of Alternatives
-The Difficulty of the Choice
-Luce’s Choice Axiom
4/20Information Acquisition and Search (1/5)
Information Processing Models
- The way in which a user scans a menu frame for information depends on the task and the user's prior knowledge about the frame.
- Explicitly known target
* The user engages in a visual matching process.
* Menus which use visually and semantically distinct alternatives
will result in faster response times and fewer error.
- Partially specified target
* The user engages an encoding and evaluation process.
* subjective likelihood & subjective utility
* optimizing rule & satisficing rule
Menu Selection Process
5/20
Information Processing Models
Menu Selection Process
Information Acquisition and Search (2/5)
6/20
Models of Visual Search
Menu Selection Process
Information Acquisition and Search (3/5)
Stopping Rules
- Self-terminating Search
- Exhaustive Search
- Redundant Search
7/20
Searching Time
- S = E(A)t + k + c where E(A) is an expected number of alternatives that will be inspected t is the time required to read one alternative k is the key-press time c is the computer response time
- P(k) = 1 - (1 - p)k
where p is the probability of finding the target on a single saccade k is the number of saccades required to find the target
Menu Selection Process
Information Acquisition and Search (4/5)
- S = t / p where t is the time to be taken by a saccade
- S = n t where p = 1/n , n is the number of alternatives
8/20
Searching Time
Menu Selection Process
Information Acquisition and Search (5/5)
unpracticed
Highly practiced
9/20Choice Process and Time
Menu Selection Process
S = a + b log2(n)S = a - b log2(pi)
The number of Alternatives : Hick-Hyman Law
Axiom 1 : p(a1| a1, a2)/p(a2| a1, a2) = p(a1| a1, a2, ..., an)/p(a2| a1, a2, ..., an)
The Difficulty of the Choice
Luce’s Choice Axiom
Axiom 2 : pij =0 then ai may be neglegible
1
n
i i jj
p v v
10/20Response Process
Enter a code
Menu Selection Process
Pointing to the Alternative
- Analogue pointing devices : Fitts’Law, R = a log2(d/w) + b
- Discrete pointing using arrow keys : R = a (dx + dy) + b
11/20Evaluation and Error Detection
The feedback may be receipt of some information, the location of a target item, the execution of a function, or the presentation of subsequent menu frame.
Consequently, feedback engages another decision making processin hierarchical menu search. How this affects the search strategy will be discussed in the next section.
Menu Selection Process
12/20Problem Solving & Search Strategies
Heuristics
- Generate-Test
- Hill Climbing
- Test-Operate-Test-Exit
- Means-Ends Analysis
User Strategies and Styles
- Pathiness
- Ringiness
- Loopiness
- Spikiness
- NV/NT
- NV/NS
- Scanning
- Browsing- Searching
- Exploring
- Wandering
- Shallow and broad- Narrow and deep- Progressive deepening
13/20Heuristics (1/2)
Generate-Test
Hill Climbing
- Generate a candidate -> Test to see if it is actually a solution.
Problem Solving & Search Strategies
- 4 difficulties * difficult to generate candidates * hard to test see if it is actually a solution * a large number of candidates -> unlikely to work * the correct solution has a low probability of being selected - Problem reduction approach
14/20Heuristics (2/2)
Test-Operate-Test-Exit
Means-Ends Analysis
Goal –> subgoal –> sub-subgoal
Problem Solving & Search Strategies
Ex) Viewing file A –> find file A –> run directory program
15/20User Strategies and Styles (1/2)
Shallow and broad
Problem Solving & Search Strategies
Progressive deepening
Narrow and deep
- likely to survey a wide number of possible solutions but explore them only superficially.- appropriate for placing pieces in a jigsaw puzzle.
- likely to limit his or her search to only a few alternatives and explore them in depth. - appropriate for solving the Tower of Hanoi puzzle or playing chess.
- a mixture of upper two strategies - particularly useful when there are a fair number of possible solutions and it is not clear.
16/20User Strategies and Styles (2/2)
- Pathiness
- Ringiness
- Loopiness
- Spikiness
- NV/NT
- NV/NS
- Scanning
- Browsing
- Searching
- Exploring
- Wandering
Canter, Rivers, Storrs (1985)
Problem Solving & Search Strategies
17/20Cognitive Layouts of Mental Models
Menu Selection as a Metaphor
Schemata and Scripts
Cognitive Layouts of Menus
18/20Menu Selection as a Metaphor
Example : Restaurant menus Computer menus
Cognitive Layouts of Mental Models
Metaphor
a literary device is to transfer the reader's concrete knowledge about a familiar thing to an unfamiliar subject being written about.
- Norman and Chin (1989) provide a comparison between restaurant menus and computer menus.- The restaurant menu generates a powerful metaphor for human/computer interaction.
19/20Schemata and Scripts
Schema
- A diagrammatic outline of something that conveys its essential characteristics.
Cognitive Layouts of Mental Models
Script (called an event schema)
- An expected or stereotypical sequence of actions and events.
- Most information fits somewhere in between perfect conformity and total chaos.
20/20Cognitive Layouts of Menus
Road Map Tree
Smorgasbord
Cognitive Layouts of Mental Models
21/20Summary
The user must search for information, encode the meaning of alternatives, assess the alternatives, make a choice and effect a response.
Good menu design takes into consideration such human factors to increase speed and reduce errors.
Good user interface design should convey a sense of meaning and engage schemata that lend themselves to solutions of the tasks being performed.