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Chapter 3:
Understanding Users
Biscocho, Jonathan B.
Dogol, Ric Angelo
Agana, Rodemer
SBIT-MT3D
Time table:
Time:
Topic to be
Discuss:
Reporter:
10:10
Introduction,learn
ing,
Reading,speaking
and listening,
problem solving,
planning
reasoning and
decision making
Two General
Modes of
Cognition by
Norman (1993)
Attention: Design
Implication:Dos
and Donts
Perception &
Recognition,
Memory
Biscocho, Jonathan
B.
10:30
10:50
Materials:
-Laptop
-Projector
Ice breaker:
-Coin
-Encarta
Agana, Rodemer
Introduction:
In this chapter we examine some of the core cognitive aspects of interaction design.
Specifically, what humans are good and bad at and how this knowledge can be used to
inform the design of technologies that both extend human capabilities and compensate
for their weaknesses.
This part of the chapter will answer the following:
- What is Cognition?
- What is cognition and and why is it important for interaction design?
Cognition
Cognition:
- Cognition is whats going on in our head when we carry out everyday activities.
- It involves cognitive processes, like thinking, remembering, learning, daydreaming,
decision making, seeing, reading, writing and talking.
Two General Modes of Cognition by Norman (1993):
- Experiential Cognition
- Reflective Cognition
(Both modes are essential for everyday life but requires different kinds of technological
support)
Cognition has also been described in terms of specific kinds of processes. These Include:
-Attention
-Perception & Recognition
-Memory
-Learning
-Reading, Speaking & Listening
-Problem Solving, Planing, Reasoning, & Decision Making
Design Implication: Attention
(do's)
- Make Information Salient when it needs attending to at a given stage of a task.
- Use techniques like animated graphics, color,underlining, ordering of items, sequencing
of different information, and spacing of items to achieve this.
Design Implication: Attention
(dont's)
- Avoid cluttering the interface with too much information. This especially applies to the
use of color, sound and graphics: there is a temptation to use lots of them, resulting in a
mishmash of media that is distracting and annoying than helping the use attend to
information.
Example: Do
Example:Dont
Windows 7 Icons
Windows 7
Icons
Windows 3.1
Icons
Text
Samples:
- Keep the length of speech based menus and instructions to a minimum. Research has
shown that people find it hard to follow spoken menus with more than three or four
options.
- Accentuate the innotation of artificially generated speech voices, as they are harder to
understand the human voices.
- Provide opportunities for making text large on a screen, without affecting the
formatting , for people who find it hard to read small text.
-Novices tend to have limited knowledge and will often make assumptions about what to do
using other knowledge about similar situations (Trial and Error).