com 3210, week 6
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COM 3210, Week 6. Making sense from prior experience. Topics. Types of reasoning that users engage in Learning theories Learning models Conclusions for interface design. 1. Reasoning. Two types of reasoning: Based on analogies Based on metaphors. Analogy and Metaphor. - PowerPoint PPT PresentationTRANSCRIPT
COM 3210, Week 6
Making sense from prior experience
TopicsTypes of reasoning that users
engage inLearning theoriesLearning modelsConclusions for interface design
1. ReasoningTwo types of reasoning:Based on analogies Based on metaphors
Analogy and MetaphorAn analogy provides an explicit,
isomorphic mapping between objects of two domains
A metaphor is a looser connection that draws on similarities, but also includes dissimilarities.
ExamplesKilling a tumor is like a general’s
army attacking a fortress surrounded by mines
Your PC’s operating systems works like a desktop
whether something is an analogy or a metaphor also depends on the scope of the comparison
Computing metaphorsNo chance for real analogies in computingcomputing metaphors use real world
objects in a computing environmentthey provide an intuitive understanding of
the computing object and initiate a process of active learning
computer metaphors are indispensable as overarching design strategies, but choose carefully
The desktop metaphorPictures of trash can Macintosh
The desktop metaphor “The use of the trash can to eject a disk was present form
the very beginning of the Macintosh interface. […] The original Mac had not hard disk. […] Because most users typically would switch back and forth between several diskettes during a session, it was deemed appropriate for the Mac to keep a memory image of the list of files of the various disks, regardless whether or not the diskette was actually inserted in the drive. […] Often, during the course of a session, the user would finish using a particular diskette, […] To reclaim vluable space, the now unwanted list of files represented by the grayed-out icon could be thrown away by dragging it into the trash…” Tom Erickson, Apple
2. Learning TheoriesMajor groups:behaviorist theories constructivist theories
Behaviorist theoriesLearning as changes of observable
external behaviorStimulus - response, selective
reinforcementhabitsProminent Behaviorist: SkinnerLearning as a reactive process
Constructivist theoriesLearning as constructing meaning in
one’s mind building of conceptual structures
through reflection and abstractionnot directly observablerequires self regulationlearning as an active processPiaget, Gestalt
Constructivist approachesPerceptionOrganizationDecision makingProblem solvingAttention Memory
3. Some practical learning modelsconcept formationlearning by explorationlearning by explanationlearning by imitationlearning by chunkingproceduralization
Concept formationCommon response to a class of stimulidiscrimination of distinctive features of
objectsconjunctive: Car - 4 wheels and enginedisjunctive: meazels - one or several of the
following symptoms: relational: rectangle - four sided object with
the two opposite sides of the same length
Concept formationUsers acquire new concepts and refine
theme.g. Children learn about dogs and
catsfirst concept: animals have four legs
(humans have two)refinement: birds are animals and
have only two legs.
Concept formationWhat kind of concept does a
computer user need to learn?How can designers support concept
formation
Learning by experimentationLearning as an active processexploration and experimentation:
“Learning by doing”experiential learning theory (Gibbs
1988): Concrete experience
Reflective observation
Abstract conceptualization
Active experimentation
Learning by experimentationHow can designers facilitate this kind
of learning?Restricted functionality at firsttraining wheelsfeedbacksafety nets‘undo’
Explanation-based learninggeneral ideas and supporting facts
such that the learning can see the relationship between them
e.g. lecturesmental modelsWhat are sources of explanation for
computer users?What makes a good explanation?
Minimalist instructionpeople rather learn by
experimentation than by explanationexplanation i.e. instruction should
support thatinstruction should be as little as
possible, but as much as necessary
Minimalist instructionFocus on real world activities of the
task domainChoose an action oriented approach
(how to do things)emphasize error recognition and
recoveryeliminate repetitions, summaries,
reviews, and exercises
Learning by imitationPiaget: three types of human adaptation:Play: assimilating objects to
predetermined activities regardless of the object’s attributes, e.g. using chair as horse
Simple Imitation: change behavior to be something else, e.g. using mam’s lipstick, but also dance lessons
Intelligent AdaptationAssimilating aspects of the environment
to the cognitive structure and accommodating cognitive structures to
the environmentguided by structures and resulting in
changed structurese.g. apprenticeship (crafts), pilot-training,
nurse training, learning to drive a car
Immitation and intelligent adaptationLearning to do things: skillscan start as imitation and may move
on to intelligent adaptationHow can this be exploited in
interface design?How can a designer support this type
of learning?
Learning by chunkingForming general rules from specific
instancesdeclarative chunking: e.g. grouping
digits of a phone number.Procedural chunking: grouping
several actions into a new action, e.g. drag and drop
Proceduralization From declarative to procedural knowledgefrom facts to how-to-do knowledgefrom knowing everything about
typewriters to learning how to typefrom knowing everything about windows
to learning how to use itConsistency is important, but can be
harmful or annoying
Exercise: answer the following questionsWhat is the tree that grows from an acorn?What is the black cover garment that one
wraps around one self?What sound does a frog make?“knock knock” stories are a kind of …What’s the term to say you’ve got no
money?What’s the clear part of an egg?
Habit intrusionUsers tend to behave in habitual
wayseven if it is not appropriateHow can designers incorporate
habitual behaviour?
4. Design principles for learnability (Dix)Predictability - help users predict future
actionsSynthesizability - help user asses effects
of past actionFamiliarity - help users to apply past
knowledgeGeneralizeability - help users to extend
knowledgeConsistency - similar behavior in similar
situations
Summary week 6Reasoning by analogy and by metaphorModels of learning:
concept formation experimentation explanation imitation and intelligent adaptation chunking proceduralization
Further reading Preece, J. et al. (1994) Human Computer
Interaction Eberts, R. (1994) User Interface Design Dix et al. (1998) Human Computer Interaction Carroll, J. (1990) The Nurnberg Funnel MIT Press Carroll, J. (1998) Minimalism: Beyond the
Nurnberg Funnel MIT Press Huthicns, E. (1995) Cognition in the Wild. MIT
Press Gibbs, G. (1988) Learning by Doing