SE365 · LECTURE 2Cognitive Aspects
SE365 · LECTURE 2 · SLIDE BREAKDOWN

Interacting with technology
is a cognitive act.

Attention, perception, memory, learning, language and reasoning are not background details - they are the constraints your interface must be built around. This lecture gives you what users can and cannot be expected to do, and a design implication for every one of them.

6 cognitive processesDesign implicationsMental modelsGulfs of execution & evaluationExternal & distributed cognition

LEARNING OUTCOMES

  1. Explain what cognition is and why understanding users matters.
  2. Describe the six cognitive processes and the design implication of each.
  3. Explain what mental models are and how to elicit them.
  4. Describe the gulfs of execution and evaluation.
  5. Compare information processing, distributed, external and embodied cognition.
01 - WHAT COGNITION IS

Fast thinking, slow thinking

Cognition is thinking, remembering, learning, daydreaming, decision-making, seeing, reading, talking and writing. The lecture classifies it two ways, and both classifications say the same thing in different words.

ClassificationFast / automatic sideSlow / deliberate side
Norman (1993)Experiential cognition - effortless, in-the-moment, perceiving and reacting.Reflective cognition - thinking, comparing, deciding, requires effort.
Kahneman (2011)Fast thinking - 2+2, your own eye colour.Slow thinking - 21 x 29, how many months have 31 days, the name of your first school.

Sort the lecture's own quiz items and the distinction becomes concrete: 2+2 and what colour are your eyes are retrieved instantly; 21 x 29 and how many months have 31 days require you to run a procedure.

MEMORY HOOK

A-P-M-L-R-P: Attention, Perception, Memory, Learning, Reading-speaking-listening, Problem-solving. Read it as "A Person Might Learn Rather Poorly" - which is exactly the point of the lecture.

02 - PROCESS 1: ATTENTION

Selecting what to concentrate on

Attention is selecting things to concentrate on, at a point in time, from the mass of stimuli around us. Focused and divided attention let us be selective, but limit our ability to keep track of all events.

Tullis (1987): the spacing study

Two hotel-price screens with identical information density (31%). The first took an average of 5.5 seconds to search, the second 3.2 seconds. The difference was spacing: screen one bunched the information together, screen two grouped characters into vertical categories.

Ophir et al. (2009): heavy multitaskers

Heavy multitaskers were more prone to being distracted than infrequent multitaskers, and found it harder to filter irrelevant information.

Lotteridge et al. (2015): the essay study

Heavy multitaskers were easily distracted, but could put that to good use when the distracting sources were relevant to the task. Irrelevant information hurt performance.

The phone-and-driving argument is the lecture's flagship example, and it is examinable in detail because the intuitive answer is wrong:

DESIGN IMPLICATIONS - ATTENTION

Make information salient when it needs attending to. Use colour, ordering, spacing, underlining, sequencing and animation to make things stand out. Avoid cluttering the interface. Avoid using techniques just because the software allows it. Design ways of supporting effective switching and returning to an interface.

EXAM TRAP

The hands-free question is a favourite. The correct answer is no, hands-free is not safer, and the reason is cognitive, not manual - it is the conversation, not the handset, that consumes attention.

03 - PROCESS 2: PERCEPTION

How information becomes experience

Perception is how information is acquired from the world and transformed into experiences. The obvious implication is to design representations that are readily perceivable.

Weller (2004) compared two screens: one that separated information with colour contrast and one that used a border. People took less time to locate grouped items - the border won. The counter-argument the slides raise: some argue too much white space on web pages is detrimental, because it makes information hard to find.

MEMORY HOOK

Perception design reduces to one sentence: make it distinguishable. Text from background, icon from icon, word from word, group from group. Every implication on the slide is that sentence applied to a different sense.

04 - PROCESS 3: MEMORY

Encode, then retrieve

Memory involves first encoding and then retrieving knowledge. We do not remember everything - memory filters and processes only what is attended to.

  1. EncodingThe first stage: it determines which information is attended to and how it is interpreted.
  2. Processing depthThe more attention paid, and the more it is compared with existing knowledge, the more likely it is to be remembered.
  3. Context bindingWhere and when you encoded something affects whether you can retrieve it later.
  4. RetrievalRecognition is far easier than recall.
WHY YOU SHOULD NOT JUST READ THIS PAGE

The slides use HCI itself as the example: reflecting on the material, doing exercises, discussing it and writing notes beats passively reading a book, listening to a lecture or watching a video. Depth of processing, not exposure, drives retention.

Context is why the neighbour on the train is unrecognisable for a few seconds: you encoded them in the hallway of your apartment block, and the retrieval cue is missing. And Henkel (2014) found we remember less about objects we have photographed than about objects we simply looked at.

Recognition > recall

Command-based interfaces require recalling a name from hundreds. GUIs give visually-based options - menus and icons - that users only need to browse until they recognise one. History lists, visited URLs, song titles and tabs all exist to support recognition memory.

Visual cues beat arbitrary material

People are very good at remembering the colour of items, the location of objects and marks on an object. They are bad at arbitrary material - birthdays and phone numbers. Try recalling your grandparents' birthdays versus the covers of the last two films you rented.

THE 7 ± 2 TRAP - THE MOST EXAMINED POINT IN THIS LECTURE

Miller (1956) showed immediate memory capacity is limited to about seven items. Designers then wrongly infer: seven menu options, seven icons, seven bullets, seven tabs. That is an inappropriate application of the theory - people scan lists, tabs and menu items for the one they want; they do not recall them from memory after briefly seeing them. Sometimes a small number is good, but it depends on the task and the available screen estate.

Personal information management (PIM) is the applied case: vast numbers of documents, images, music files, video clips, emails, attachments and bookmarks, all needing to be saved, named and found again. Naming is the most common encoding method and the hardest to recall at scale.

  1. Bergman & Whittaker (2016), step 1Decide what stuff to keep.
  2. Step 2Decide how to organise it when storing.
  3. Step 3Decide which strategies to use to retrieve it later.
DESIGN IMPLICATIONS - MEMORY

Do not overload users' memories with complicated procedures. Design interfaces that promote recognition rather than recall. Provide various ways of encoding information - categories, colour, flagging, time stamping.

05 - PROCESSES 4, 5 & 6

Learning, language, and reflective cognition

The remaining three processes are shorter on the slides but each carries its own design implications, and the exam treats them as equals.

4. Learning

Two senses: learning how to use an application, and using an application to understand a topic. People find it hard to learn by following instructions in a manual - they prefer to learn by doing. Two types: incidental (recognising faces, what you did today) and intentional (studying for an exam, learning to cook). Intentional is much harder, which is why digital media, animations and VR have been built to support it. Implications: design interfaces that encourage exploration; design interfaces that constrain and guide learners; dynamically link concepts and representations.

5. Reading, speaking & listening

Ease differs by person and mode. Many prefer listening to reading; reading can be quicker than speaking or listening; listening requires less cognitive effort than reading or speaking; dyslexic users have difficulty recognising written words. Applications: speech-recognition systems, speech-output systems (text-to-speech for blind users), and natural-language systems. Implications: keep speech-based menus and instructions short; accentuate the intonation of artificial voices because they are harder to understand than human ones; let users enlarge text.

6. Problem-solving, planning, reasoning & decision-making

All involve reflective cognition - thinking about what to do, what the options are and what the consequences would be. Often conscious, often discussed with others, and often supported by artifacts such as maps, books, pen and paper. Implications: provide extra information and functions for users who want to understand how to do an activity better; use simple computational aids for rapid decision-making on the move.

THE APP DILEMMA

Gardner and Davis (2013) argue the "app mentality" makes people risk-averse: they rely on a multitude of apps, grow anxious, become unable to decide alone, and resort to looking things up and comparing notes on social media. The slides pose it as an open question, so an exam answer should present it as a debated claim, not a finding.

06 - COGNITIVE FRAMEWORK 1

Mental models

Cognitive frameworks explain and predict user behaviour at the interface, based on theories of behaviour, focusing on the mental processes that take place and on the use of artifacts and representations. The best known is the mental model.

Craik (1943) described mental models as internal constructions of some aspect of the external world that enable predictions to be made. They cover both how to use a system (what to do next) and how the system works (what to do with unfamiliar systems or unexpected situations). They involve both unconscious and conscious processes, and images and analogies get activated.

Model depthMeaningExample
Deep modelYou understand the underlying mechanism.Knowing how a car engine works.
Shallow modelYou know the procedure but not the mechanism.Knowing how to drive a car.

The thermostat problem (Kempton, 1996)

You come home to a cold house. Do you set the thermostat to maximum or to the temperature you want? Many people set it to maximum, which does not help. The erroneous model is the general valve theory - a "more is more" principle generalised from gas pedals, gas cookers, taps and volume knobs - whereas a thermostat behaves like an on-off switch.

The oven variant

Starving, with an uncooked pizza and an electric oven: do you preheat to 375 as instructed, or turn it higher to warm up faster? Same erroneous valve model, same wrong answer.

Buttons pressed twice

Elevators and pedestrian crossings: people hit the button at least twice because they think it will make the lights change faster or the lift arrive sooner. Norman (1983) - models of interactive devices are poor, incomplete, easily confusable, and based on inappropriate analogies and superstition.

The lecture's ATM exercise is the standard way of exposing how shallow your own model is: how much can you withdraw, what would happen at another machine, what is on the magnetic strip, what happens if you enter the wrong number, why are there pauses between steps, why does the card stay inside, and why do you count the money? Payne (1991) found people frequently resort to analogies, and their accounts varied greatly and were often ad hoc.

HOW UX HELPS PEOPLE BUILD BETTER MODELS

Clear and easy-to-use instructions; appropriate tutorials and context-sensitive guidance; online videos and chatbot help windows; transparency so interfaces are intuitive; and affordances that show what actions the interface allows - swiping, clicking, selecting.

07 - COGNITIVE FRAMEWORK 2

The gulfs of execution and evaluation

The gulfs explicate the gaps that exist between the user and the interface.

GulfDirectionThe question the user is asking
Gulf of executionUser → physical systemHow do I do what I intend? Is it obvious what to do next?
Gulf of evaluationPhysical system → userDid it work? Can I tell the system's state from what it shows me?
MEMORY HOOK

eXecution goes out, eValuation comes back. Execution is the gap on the way to the machine; evaluation is the gap on the way back to you. Visibility bridges execution; feedback bridges evaluation.

08 - COGNITIVE FRAMEWORKS 3, 4, 5 & 6

Beyond the head

The remaining frameworks all push in one direction: cognition is not confined to the inside of a single skull.

3. Information processing

Conceptualises human performance in metaphorical terms of information-processing stages. Limitation: it models mental activities that happen exclusively inside the head, and so does not adequately account for how people interact with computers and other devices in the real world.

4. Distributed cognition (Hutchins, 1995)

Concerned with cognitive phenomena across individuals, artifacts, and internal and external representations, described as propagation across representational state. Information is transformed through different media - computers, displays, paper, heads. It examines the distributed problem-solving that takes place, verbal and non-verbal behaviour, coordinating mechanisms such as rules and procedures, the communication as collaborative activity progresses, and how knowledge is shared and accessed.

5. External cognition

Explains how we interact with external representations - maps, notes, diagrams - what the cognitive benefits are, and how they extend our cognition.

6. Embodied interaction

A newer approach in which user interfaces merge seamlessly with the physical world, making use of the physical objects that surround us.

External cognition has two examinable mechanisms:

MechanismWhat it doesExample
Externalising to reduce memory loadOffload what must be remembered onto the world.Diaries, reminders, calendars, notes, shopping lists, to-do lists. Post-its, piles and marked emails also encode priority by where they are placed. They remind us that we need to do something, what to do, and when to do it.
Computational offloadingUsing a tool together with an external representation to carry out a computation.234 x 456 in your head, on paper, or with a calculator. Now try CCXXXIIII x CCCCXXXXXVI - the identical sum in Roman numerals is far harder, proving the representation, not the arithmetic, is doing the work.
MEMORY HOOK

The Roman-numeral sum is the single best exam anchor in this lecture. Same numbers, same answer, radically different difficulty ⇒ the representation carries part of the cognition. That one sentence answers most external-cognition questions.

MISTAKES STUDENTS USUALLY MAKE

Mistakes students usually make

Each claim below is the wrong answer; the line beneath it is the correction, in the wording this course marks against.

"Miller's 7 ± 2 means menus should have seven items."
That is the inappropriate application the lecture explicitly warns against. 7 ± 2 concerns immediate memory capacity - recalling briefly-seen items. Menus, tabs and bullet lists are scanned, not recalled, so the limit does not apply. The right number depends on task and screen estate.
"Hands-free phones are safer for driving."
No. The same cognitive processing happens whether or not you hold the handset. What makes a front-seat passenger safer is that they can see the hazard and stop talking; a remote person cannot.
Treating recall and recognition as interchangeable.
Recognition is much easier. Command interfaces demand recall; GUIs, history lists and menus supply recognition. "Recognition rather than recall" is a design implication, and later a Nielsen heuristic.
Confusing the two gulfs.
Execution is the distance from the user to the physical system - doing. Evaluation is the distance from the physical system back to the user - understanding what happened.
"Distributed cognition just means teamwork."
It concerns cognitive phenomena propagating across individuals, artifacts and representations, including displays, paper and computers - not only people.
Calling information processing a complete account.
Its stated limitation is that it models activities happening exclusively inside the head and does not account for real-world interaction with devices.
CHEAT SHEET

Shortest correct answers

The night-before table: every term in this lecture with the smallest answer that still earns the mark.

ConceptShortest correct answer
CognitionThinking, remembering, learning, seeing, reading, deciding - split into experiential vs reflective, or fast vs slow.
Six processesAttention, perception, memory, learning, reading-speaking-listening, problem-solving/planning/reasoning/deciding.
Attention implicationMake it salient, avoid clutter, support switching and returning.
Perception implicationMake everything distinguishable - text, icons, sounds, groups; borders and spacing group well.
Memory implicationRecognition rather than recall; do not overload; give many ways to encode.
7 ± 2Immediate memory capacity; misapplied when used to cap menu or tab counts.
Mental modelInternal construction of part of the external world that enables predictions.
Gulf of executionDistance from the user to the physical system.
Gulf of evaluationDistance from the physical system to the user.
Distributed cognitionCognition propagating across individuals, artifacts and representations.
External cognitionHow we interact with external representations; includes externalising memory and computational offloading.
Embodied interactionInterfaces merging with the physical world and the objects around us.
APPLY IT

Exam-style application

Write your own answer first, then open the model answer. These are the longer-form questions this material generates.

Your file manager relies entirely on users typing exact file names into a search box. Diagnose the problem with the memory material and propose three fixes.
It forces recall of arbitrary material, which is what people are worst at, and search engines only help when the name is known. Fixes: (1) support recognition-based scanning - browsable folders, thumbnails, recent-items lists; (2) support richer encoding - colour, flags, tags, time stamps and images so a file has several retrieval cues; (3) add smart partial-name search that lists relevant files from the first letters, as Spotlight does.
A hospital operating room adds a fourth real-time monitor. Argue, using attention research, what this does to the clinician and what the design should do instead.
Multitasking causes people to lose their train of thought, make errors and start over, and clinicians already need constant attention to check for anomalous data, requiring new attention and scanning strategies. Adding a screen raises the filtering cost rather than the information supplied. The design should make anomalies salient - alerting only on deviation, using colour, ordering and spacing - avoid clutter, and support switching and returning so an interrupted clinician can resume where they left off.
Explain, using two frameworks from this lecture, why a pilot's paper checklist is not merely a memory aid.
Under external cognition the checklist is an external representation that reduces memory load and performs computational offloading - the order of items encodes the procedure so the pilot does not have to derive it. Under distributed cognition the cognitive process is spread across the pilot, co-pilot, the checklist artifact and the instrument displays, with information propagating across representational states and coordinating mechanisms - the crew's rules for calling and confirming items - doing work no individual head is doing alone.
POP QUIZ

Check yourself

6 questions. Every option is explained after submitting, including why the wrong ones are wrong.