Hci Sheet1
Hci Sheet1
Devise experiments to test the properties of (i) short-term memory (ii) long term memory, using the experiments
described in this chapter to help you. Try out your experiments on your friends. Are your results consistent with the
properties described in this chapter?
answer
The aim of this exercise is to get the student to think about experimental design. The experiments devised can effectively
be repeats of the originals. Chapter 9 can be used for reference on experimental design.
The student should first choose an aspect to investigate: for example, digit span, recency effect, decay.
Subjects
ideally selected to represent population, more probably undergraduate students (try to get a range of academic
subjects).
Sample size: 10+
Experiment
• split subjects into two groups. Each subject studies list of 15-20
words (could try with both nonsense words and actual words to
see any difference). Subject has to recall list either (a)
immediately or (b) after 20 second delay. Measure the number
(or percentage) of the words remembered correctly.
The student should first choose an aspect to investigate: for example, the total time hypothesis or the distribution of
practice effect.
Subjects
as above. Should have no prior experience of the skill to be learned.
Experiment
• split subjects into 3 groups. Each subject must learn a skill (for
example shorthand or typing -- must be measurable). Group A
learns for 1 hour a week for 6 weeks. Group B learns for 2 hours
a week for 3 weeks. Group C learns for 3 hours a week for 2
weeks.
• Between-groups design.
(N.B. This one is not easy to run but could be done with cooperation from friends)
EXERCISE 1.2
Observe skilled and novice operators in a familiar domain: for example, touch and 'hunt-and-peck' typists, expert and
novice game players, or expert and novice users of a computer application. What differences can you discern between their
behaviours?
answer
EXERCISE 1.3
From what you have learned about cognitive psychology, devise appropriate guidelines for use by interface designers. You
may find it helpful to group these under key headings: for example, visual perception, memory, problem solving, etc,
although some may overlap such groupings.
answer
Guidelines are just what they say they are: guidelines. They provide for a consistent look and feel for an interface, as well
as trying to exclude the more obvious mistakes that can be made from a psychological perspective. However, there are
occasions when such constraints should be broken; for new interaction devices, for example, or to create a unique style of
product.
Because of this, there is no one correct answer to this question: some will be more cognitively friendly than others, that is
all. Guidelines can range from the general principle type shown below down to highly detailed information on what each
component in a display should look and behave like.
Some examples of guidelines with cognitively solid foundations are shown below - this is not an exhaustive set by any
means
• Colour: don't show details in blue. Remember certain users can confuse green and red. Remember the social
expectations of colours (e.g., in Western culture, red - stop, danger, hot; blue - cold; green - go).
• Text: don't use all capital letters in text. Use a serif font for large blocks of text. Dark characters on a light screen
are read more accurately and preferred.
• Functionality: limit the number of things to be remembered to 7, and preferably to 5. Group things according to
function.
• Problem solving: use analogy and metaphor to aid learning and performance.
This exercise should encourage students to look into the literature on human factors, cognitive psychology and human
physiology, and come up with some hard evidence about human limitations. This can then be used to provide informed
guidelines.