PSYC305-08A Lecture Notes Last Revised: 26 February 2008 ================================================================================ +----------------------------------------------------------------------+ | Title: Welcome & Intro to Applied Cognition & Neuroscience | +-----------------+---------------+--------------------+---------------+ | Date: 26-FEB-08 | Lecturer: SGC | Lecture Number: 1 | Page: 1 of 3 | +-----------------+---------------+--------------------+---------------+ +----------------+ | Slides Page 1 | +----------------+ John Flach, The human capacity for work: A (biased) historical perspective - Four eras of applied psychology: - Phase 1: Scientific management - Phase 2: Elimination of Human Error - Phase 3: Information Overload - Phase 4: Visualisation Phase 1: Scientific management (Taylorism) - Fredrick Winslow Taylor: Scientific management principles (p 1909) - Designed tools and processes to fit the worker - Studied coal shoveling and designed shovels for every task. Reduced number of people required from 500 to 140. - Four fundamental principles: 1. Development of a science for each element of work 2. Scientific selection, training, and development of workers 3. "Spirit of hearty cooperation" between workers and management to ensure work would be carried out according to scientific principles 4. Division of work in equal shares between workers and management (hierarchical organisation structure, work incentives, task specialisation) +----------------+ | Slides Page 2 | +----------------+ [continued] Phase 1: Scientific management (Taylorism) - Hugo Munsterberg - Student of Winhelm Wundt. 1st chair of Psyc Lab at Harvard. Elected president of APA in 1898. - Psychology and Industrial Efficiency (1913) - Three main sections: - The best possible man for the job: Dealt with personnel selection - The best possible work: discussed factors affecting worker efficiency (eg monotony, attention & fatigue) - The best possible effect: discussed sales, marketing & advertising - Frank & Lillian Gilbreth: 1912 -- Implemented the employee suggestion box, rest periods, process charts, handicapped worker employment options - Therblig: A motion step in a workers task - Bricklaying: studied motion economy and raised standard output from 1000 to 2700 bricks per day - Sergical precedure is their best-known legacy (nurse handing instruments reduces time, icnreases efficiency, etc) Phase 2: Elimination of Human Error - "blind activation" errors; confusion of aircraft flap & gear controls. Led to sandardisation of control shape and location. Different control shapes made it possible to tell them apart. - 3 types of control systems for tools: - Level 1: Manual - human powered, human controlled - Level 2: Mechanical - machine powered, human controlled - Level 3: Automated - machine powered, machine controlled - Human Role: Use ---> Control ---> Monitor ================================================================================ Welcome & Intro to Applied Cognition & Neuroscience Page 2 ================================================================================ - Consequences: manual tools power is limited, minimal injury mechanical tools are more powerful, errors are amplified automatic can have disasterous errors in extreme cases +----------------+ | Slides Page 3 | +----------------+ - Fitt's Law: Movement time is a log function of distance for a constant target size: MT = a + blog2(2D/W) where: MT = movement time a + b = constants (from observation) D = distance moved W = width of target - Schmidt's Law: Movement speed for movements without visual feedback: W = a + b(D/MT) - Warricks Principle: The expectation that the pointer on the display will move in the same direction as that side of the control which is nearest to it. This principle applies only when the control is located to the side of the display. - Scale-side principle (for vertical displays): The expectation that the pointer will move in the same direction as the side of the control knob which is on the same side as the scale markings on the display. This principle operates when the control is at the top, bottom or side of a vertical display. - Clockwise-for-increase principle: People will turn a rotary control clockwise to icnrease the value on the display no matter where the control is located relative to the display. Phase 3: Information Overloade - Design of systems began to exceed human attention & working memory capacity limits - Research in this area leads to simplification and integration of controls and displays Phase 4: Visualisation - A shift in focus to understanding & representation - The kinds of mental representations we have can be influenced by technology we use. Those representations then affect the technology we build. - "visualisation theories" are representations (theories) of how representation and technology interact - Bell Labs & PARC UI design. Move away from lab tasks and development of standards to field studies & domains of user knowledge. - Phenomenon-centered research - Norman's 7 principles for turning difficult tasks into simple ones: 1. Use both knowledge in the world & knowledge in the head 2. Simplify the structure of tasks. 3. Make things visible 4. Get the mappings right. 5. Exploit the power of constraints 6. Design for error 7. When all else fails, standardise! +----------------+ | Slides Page 4 | +----------------+ Hedonomics: A fifth phase? - Switch from a focus on preventing error & unpleasant experiences to promoting prelasure ================================================================================ Welcome & Intro to Applied Cognition & Neuroscience Page 3 ================================================================================ - "To fulfill the needs of the user, we need to incorporate recognition of motivation, quality of life, enjoument, and pleasure into design" - [page 4, slide 1 graphic] Pyramid: Top: Individuation Pleasurable experience Usability (preference) Functionality (operability) Bottom: Safety - Two hedonomic principles: - Aesthetic longevity - aesthetic preference is a balance between novelty and typicality. Use of a classic form that can be updated over time (phone faceplates) - Seamless interaction - tool transparency. Promotes zone of optimal function (flow experience), enabling user to focus on the task not the tool. - Jordan's four types of product-related pleasures (practical, emotional and aesthetic benefits associated with products - Physio-pleasure: sensory characteristics of the product; shape of the cellphone, texture of the pen or toothbrush, new car smell, etc - Psycho-pleasure: emotional reactions, excitement of a video game, satisfaction from creating an artwork with photoshop - Socio-pleasure: social identity & status associated with the product; sports car, latest model cellphone, or name-brand clothing - Ideo-pleasure: values exemplified by the product; vegetarian shoes, hybrid car, t-shirt with social message ================================================================================