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Memory in Interface Design Lecture #8

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Memory in Interface Design. Lecture #8. Lesson Learned. Extended version of human information processing model Model explain how the human cognition can be viewed Perceiving an information Attending information Storing information In this model, memory plays a significant role. Agenda. - PowerPoint PPT Presentation

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Page 1: Memory in Interface Design

Memory in Interface Design

Lecture #8

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12 March, 2008 Human Computer Interaction Spring 2008, Lecture #8

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Lesson Learned• Extended version of human information processing model

– Model explain how the human cognition can be viewed

– Perceiving an information– Attending information– Storing information

• In this model, memory plays a significant role

Encoding Com pa rison Re sponsese le ction

Re sponsee x e cution

Inputor

stim uli

Outputor

stim uli

Extended s tag es of human information proces s ing model

S ta g e 1 S ta g e 2 S ta g e 3 S ta g e 4

Attention

Memory

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Agenda

• Multi-store model of memory

• Memory in HCI design

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Human Memory

Memory game

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Multi-store Memory Model

• Describes more explicitly the processes in human cognition

• The model explains the three layers in memory store

S e n s o r y m e m o r y S h o r t-te r m m e m o r y L o n g -te r m m e m o r y

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Multi-store Memory Model

• Three layers in memory store

– Sensory store• Modality specific• Holds information for a very brief period of time (a few tenth of

second

– Short-term memory store• Hold limited information for a short-period of time (a few seconds)

– Long-term memory store• Holds information indefinitely

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Sensory Store

• There are three different modality specific sensory stores

– Iconic memory for visual stimuli• As you all can see the display on the screen

– Echoic memory for aural stimuli• As you can hear what I am telling

– Haptic memory for tactile senses• As your friend pull your hair

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Sensory Memory • Information from the external world is initially registered by

the specific sensory stores– Like input buffers holding a direct representation of sensory

information

• Only a small fraction of all information entering the sensory store is attended for further processing

• Moving a finger in front of the eyes– We cannot see the finger more than one place at once

• Firework display

• The information is lost by being written over by successive information or through the process of decay– Information remains in sensory memory very briefly, in the order of

0.5 seconds

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Short-term Memory • Information from sensory store is attended to and selected for

further processing in the short-term store

• It is also called working memory

• Information reaching the short-term memory store is actively processed and may then be transferred into the long-term memory store

S e n s o r y m e m o r yI c o nic

E c ho ic H ap tic

S h o r t-te r m m e m o r yo r

W o r k in g m e m o r y

Attended

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Capacity of Short-term Memory

• Capacity to hold information is limited in time

– Information remains in short-term memory very briefly, in the order of 200 ms

• Capacity to hold information is limited in amount

– There are two basic methods for measuring memory capacity1. Determining the length of a sequence which can be remembered

in order

2. Items to be freely recalled in any order (say, in memory game)

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Concept of 7 ± 2 • An observation by George Miller (1956)

– The magic number 7 ± 2– The number is the one most often known to user interface developers– People can recall somewhere between 5 and 9 things at one time

Examples – Let’s see the following sequence of digits and try to write down as

much of the sequence as you can• 364207120948• The average can easily recall between 5 to 9 digits

– Now try the following sequence. Did you recall that more easily?• 03742 58 2376

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Generalization of the 7 ± 2 Rule • We can remember 7 ± 2 chunks of information

– Chunking information can increase the short-term memory capacity

• This is very much relevant in user interface designExample– Command line interface in Unix

• A command has a number of parameters of options, to be applied in a particular order, and it is going to be applied to several files that have long path names

• The user then has to hold the command name, its parameters and the file path names in short-term memory while he types them in

• For the user, task may cause problems if the number of items or chunks in the command is more than 7

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Long-term Memory

• Information entering the long-term memory is assumed to be permanent

• Processed information are stored as knowledge, which can be retrieved any subsequent time

S e n s o r y m e m o r yI c o nic

E c ho ic H ap tic

S h o r t-te r m m e m o r yo r

W o r k in g m e m o r yL o n g -te r m m e m o r yAttended Rehearsal

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Short-term vs. Long-term Memory

• Long-term memory differs from short-term memory in a number of significant ways

– Short-term memory has a limited capacity, whereas the long-term memory has a huge, if not unlimited, capacity

– Short-term memory can be accessed rapidly, in the order of 70ms, whereas the long-term-memory has a relatively slow access time of approximately a tenth of a second

– Short-term memory decays rapidly, that is, information can only be held there temporarily, in the order of 200ms. Unlike short-term memory there is little decay in long-term memory. Long-term memory recall after minutes is the same as that after hours or days

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Example 1: Human Memory

• While riding a car and enjoying the roadside views

– You see so many things: hoardings, building, statue etc. all these go to the eyes and hence to the sensory memory

– You see a thing, say hoarding and then read it is that something written there; ultimately you can conceive what actually it is written. This is in short-term memory

– Some building (such as the Assembly House) and you can recall those for a long time

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Example 2: Human Memory

Iconicmemory

Auralmemory

Hapticmemory

Sensory memory

Long-term memory

Short-term memory

Perceptual processor

Cognitive processor

Motor processor

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Memory Constraint in HCI

• Without memory human cannot perform any action– Dead means brain is ceased to exist (and hence

memory)

• Human memory system is very versatile– Can remember many things– Can forget something very easily

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Memory Constraint in HCI

• Memory plays important role while a human interacts with computer

– Some operations are straightforward and take minimal effort to memorize

– Other take forever to learn and often drop out after they have been used

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Factors to Remember Stimuli

• Meaningfulness– Depth

• More level of processing means more remembrance

– Familiarity• Frequency with which it occurs in everyday life

– Stop, Read vs. Compile, Debug, Scan

– Imagery• Ability with which the words can elicit images in one mind

– Eat, Sleep vs. Evaluate, Redo,

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Meaningful Interface

• Certain items are more meaningful than others

• More memorable has obvious implication for interface design

• From the interface design point of views– Command names and icons should be on the basis of their

meaningfulness– Careful consideration is required so that user should not confuse with

their day-today understanding to the computing domain

Example• Cut (user) sever a part with some form of instrument• Cut (MS-Word) operation of removing a piece of text or graphics from

the screen and placing it in a clipboard for further use Note: some user reconcile the Cut as to split a file into two parts

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Designing Meaningful Command Names

Abbreviation and control keys

– For ‘novice’ users it is very difficult to learn and subsequently remember the abbreviations or control key combinations

• Ctrl + = | Ctrl + R | Ctrl + E

Abstract and quite arbitrary command names• cat, grep, lint, mv, pr, lpr

– Not at all support to infrequent users

– Who use several systems with different command names or abbreviations for the same functionality

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Designing Meaningful Command Names

Select command names to consider the contextual, cultural, and user characteristics

– If a particular application is to be used in a specific design culture, then the selection of names that are already used in the design world may be appropriate

– An editing tool developed for use by children should also try to select names that the children already understood

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Designing Meaningful Icons

• As with command names, there are several factors that determine the meaningfulness of icons– Context

• In which the icon is being used

– Function• For which it is being used

– Representational forms• The surface form of representation

– Underlying concepts• The nature that is being represented

– Animated icons• Showing the behavior with multimedia

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Meaningful Icons: Context

• Men’s shoe and Women’s high-heeled shoe in a public toilets or in a restaurant vs. same information sign in a shopping mall

• Understanding the meaning of icons should be context independent as far as possible

• The meaning of icons when used in more general context should be unambiguous

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Meaningful Icons: Function

• Increasingly, icons are being used for a range of functions

• The type of tasks for which they are being used is an important factor in determining their meaningfulness

• Icons should provide useful cues to guide the search for information – e.g. web page, painting tools etc.

Function Example

Labeling Menu item

Indicating System state

Warning Error message

Identifying File storage

Manipulating Tools for zooming and shrinking

Container Object placing discard items

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Meaningful Icons: Representational Form

• The extent to which the meaning of an icon can be understood will depend a lot on how it is represented

• Essentially there are three forms– The use of concrete object– The use of abstract symbol (such as arrows, circles, dots, lines)– A combination of the two

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Meaningful Icons: Underlying Concepts

• The extent to which any form will be meaningful also depends on the type of concept that is being represented

• The easiest types to represent the concrete objects such as files and folders, where icons can be drawn to have a physical resemblance to the actual objects

• Icons can be designed to represent the concept only through less direct means, such as by indirect analogy– E.g. icon with elephant to represent the concept heavy

• In some cases, the meaning of the icon will initially need to be learned and after that easy to recall

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Meaningful Icons: Animated Icons

• By animating the underlying function of the icons it is possible that complex and abstract process can be more effectively portrayed

• Animated icons are more easier to recall and more meaningful

• Animated icons depict both the static view as well as dynamic view: a combination of the both of the world

• To be specific, have to be designed to focus on the key aspects of the function; otherwise the animation may prove to be counterproductive and result in a confusing set of moving elements being displayed

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Recommended Materials

• My Home pagehttp://facweb.iitkgp.ernet.in/~dsamanta

(For the presentation slides of the current lecture

• BookHuman-Computer Interaction by Jenny Preece and et

al. Addison-Wesley, New York

Chapter 5

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