UNIT III MODELS AND THEORIES
Cognitive models –Socio-Organizational issues and
stake holder requirements –Communication and
collaboration models-Hypertext, Multimedia and
WWW.
Cognitive models
• goal and task hierarchies
• linguistic
• physical and device
• architectural
Cognitive models
• They model aspects of user:
– understanding
– knowledge
– intentions
– processing
• Common categorisation:
– Competence vs. Performance
– Computational flavour
– No clear divide
Goal and task hierarchies
• Mental processing as divide-and-conquer
• Example: sales report
produce report
gather data
. find book names
. . do keywords search of names database
. . . … further sub-goals
. . sift through names and abstracts by hand
. . . … further sub-goals
. search sales database - further sub-goals
layout tables and histograms - further sub-goals
write description - further sub-goals
goals vs. tasks
• goals – intentions
what you would like to be true
• tasks – actions
how to achieve it
• GOMS – goals are internal
• HTA – actions external
– tasks are abstractions
Issues for goal hierarchies
• Granularity
– Where do we start?
– Where do we stop?
• Routine learned behaviour, not problem
solving
– The unit task
• Conflict
– More than one way to achieve a goal
• Error
Techniques
• Goals, Operators, Methods and
Selection (GOMS)
• Cognitive Complexity Theory (CCT)
• Hierarchical Task Analysis (HTA) -
Chapter 15
GOMS
Goals
– what the user wants to achieve
Operators
– basic actions user performs
Methods
– decomposition of a goal into subgoals/operators
Selection
– means of choosing between competing methods
GOMS example
GOAL: CLOSE-WINDOW
. [select GOAL: USE-MENU-METHOD
. MOVE-MOUSE-TO-FILE-MENU
. PULL-DOWN-FILE-MENU
. CLICK-OVER-CLOSE-OPTION
GOAL: USE-CTRL-W-METHOD
. PRESS-CONTROL-W-KEYS]
For a particular user:
Rule 1: Select USE-MENU-METHOD unless another
rule applies
Rule 2: If the application is GAME,
select CTRL-W-METHOD
Cognitive Complexity Theory
• Two parallel descriptions:
– User production rules
– Device generalised transition networks
• Production rules are of the form:
– if condition then action
• Transition networks covered under
dialogue models
Example: editing with vi
• Production rules are in long-term memory
• Model working memory as attribute-value
mapping:
(GOAL perform unit task)
(TEXT task is insert space)
(TEXT task is at 5 23)
(CURSOR 8 7)
• Rules are pattern-matched to working
memory,
e.g., LOOK-TEXT task is at %LINE %COLUMN
is true, with LINE = 5 COLUMN = 23.
Four rules to model inserting
a space
Active rules:
SELECT-INSERT-SPACE New working memory
INSERT-SPACE-MOVE-FIRST (GOAL insert space)
INSERT-SPACE-DOIT (NOTE executing insert space)
INSERT-SPACE-DONE (LINE 5) (COLUMN 23)
SELECT-INSERT-SPACE
matches current working memory
(SELECT-INSERT-SPACE
IF (AND (TEST-GOAL perform unit task)
(TEST-TEXT task is insert space)
(NOT (TEST-GOAL insert space))
(NOT (TEST-NOTE executing insert space)))
THEN ( (ADD-GOAL insert space)
(ADD-NOTE executing insert space)
(LOOK-TEXT task is at %LINE %COLUMN)))
Notes on CCT
• Parallel model
• Proceduralisation of actions
• Novice versus expert style rules
• Error behaviour can be represented
• Measures
– depth of goal structure
– number of rules
– comparison with device description
Problems with goal hierarchies
• a post hoc technique
• expert versus novice
• How cognitive are they?
Linguistic notations
• Understanding the user's behaviour and
cognitive difficulty based on analysis of
language between user and system.
• Similar in emphasis to dialogue models
• Backus–Naur Form (BNF)
• Task–Action Grammar (TAG)
Backus-Naur Form (BNF)
• Very common notation from computer science
• A purely syntactic view of the dialogue
• Terminals
– lowest level of user behaviour
– e.g. CLICK-MOUSE, MOVE-MOUSE
• Nonterminals
– ordering of terminals
– higher level of abstraction
– e.g. select-menu, position-mouse
Example of BNF
• Basic syntax:
– nonterminal ::= expression
• An expression
– contains terminals and nonterminals
– combined in sequence (+) or as alternatives (|)
draw line ::= select line + choose points + last point
select line ::= pos mouse + CLICK MOUSE
choose points ::= choose one | choose one + choose points
choose one ::= pos mouse + CLICK MOUSE
last point ::= pos mouse + DBL CLICK MOUSE
pos mouse ::= NULL | MOVE MOUSE+ pos mouse
Measurements with BNF
• Number of rules (not so good)
• Number of + and | operators
• Complications
– same syntax for different semantics
– no reflection of user's perception
– minimal consistency checking
Task Action Grammar (TAG)
• Making consistency more explicit
• Encoding user's world knowledge
• Parameterised grammar rules
• Nonterminals are modified to include
additional semantic features
Consistency in TAG
• In BNF, three UNIX commands would be described as:
copy ::= cp + filename + filename | cp + filenames + directory
move ::= mv + filename + filename | mv + filenames + directory
link ::= ln + filename + filename | ln + filenames + directory
• No BNF measure could distinguish between this and a
less consistent grammar in which
link ::= ln + filename + filename | ln + directory + filenames
Consistency in TAG (cont'd)
• consistency of argument order made explicit
using a parameter, or semantic feature for file
operations
• Feature Possible values
Op = copy; move; link
• Rules
file-op[Op] ::=command[Op] + filename + filename
| command[Op] + filenames + directory
command[Op = copy] ::= cp
command[Op = move] ::= mv
command[Op = link] ::= ln
Other uses of TAG
• User’s existing knowledge
• Congruence between features and
commands
• These are modelled as derived rules
Physical and device models
• The Keystroke Level Model (KLM)
• Buxton's 3-state model
• Based on empirical knowledge of human
motor system
• User's task: acquisition then execution.
– these only address execution
• Complementary with goal hierarchies
Keystroke Level Model (KLM)
• lowest level of (original) GOMS
• six execution phase operators
– Physical motor: K - keystroking
P - pointing
H - homing
D - drawing
– Mental M - mental preparation
– System R - response
• times are empirically determined.
Texecute = TK + TP + TH + TD + TM + TR
KLM example
GOAL: ICONISE-WINDOW
[select
GOAL: USE-CLOSE-METHOD
. MOVE-MOUSE-TO- FILE-MENU
. PULL-DOWN-FILE-MENU
. CLICK-OVER-CLOSE-OPTION
GOAL: USE-CTRL-W-METHOD
PRESS-CONTROL-W-KEY]
USE-CTRL-W-METHOD USE-CLOSE-METHOD
• compare alternatives:
• USE-CTRL-W-METHOD vs. H[to kbd] 0.40 P[to menu] 1.1
• USE-CLOSE-METHOD M 1.35 B[LEFT down] 0.1
K[ctrlW key] 0.28 M 1.35
• assume hand starts on mouse P[to option] 1.1
B[LEFT up] 0.1
Total 2.03 s Total 3.75 s
Architectural models
• All of these cognitive models make
assumptions about the architecture of
the human mind.
• Long-term/Short-term memory
• Problem spaces
• Interacting Cognitive Subsystems
• Connectionist
• ACT
Display-based interaction
• Most cognitive models do not deal with
user observation and perception
• Some techniques have been extended
to handle system output
(e.g., BNF with sensing terminals, Display-TAG)
but problems persist
• Exploratory interaction versus planning
chapter 13
socio-organizational
issues and stakeholder
requirements
socio-organizational issues and
stakeholder requirements
• Organizational issues affect acceptance
– conflict & power, who benefits, encouraging use
• Stakeholders
– identify their requirements in organizational context
• Socio-technical models
– human and technical requirements
• Soft systems methodology
– broader view of human and organizational issues
• Participatory design
– includes the user directly in the design process
• Ethnographic methods
– study users in context, unbiased perspective
Organisational issues
Organisational factors can make or break a system
Studying the work group is not sufficient
– any system is used within a wider context
– and the crucial people need not be direct users
Before installing a new system must understand:
– who benefits
– who puts in effort
– the balance of power in the organisation
… and how it will be affected
Even when a system is successful
… it may be difficult to measure that success
Conflict and power
?
CSCW = computer supported cooperative work
– people and groups have conflicting goals
– systems assuming cooperation will fail!
e.g. computerise stock control
stockman looses control of information
subverts the system
identify stakeholders – not just the users
Organisational structures
• Groupware affects organisational structures
– communication structures reflect line management
– email – cross-organisational communication
Disenfranchises lower management
disaffected staff and ‘sabotage’
Technology can be used to change management
style and power structures
– but need to know that is what we are doing
– and more often an accident !
Invisible workers
Telecommunications improvements allow:
– neighbourhood workcentres
– home-based tele-working
Many ecological and economic benefits
– reduce car travel
– flexible family commitments
but:
– ‘management by presence’ doesn't work
– presence increases perceived worth
– problems for promotion
Barriers to tele-working are managerial/social
not technological
Benefits for all?
Disproportionate effort
who puts in the effort ≠ who gets the benefit
Example: shared diary:
– effort: secretaries and subordinates, enter data
– benefit: manager easy to arrange meetings
– result: falls into disuse
Solutions:
– coerce use !
– design in symmetry
Free rider problem
no bias, but still problem
possible to get benefit without doing work
if everyone does it, system falls into disuse
e.g. electronic conferences
– possible to read but never contribute
solutions:
strict protocols (e.g., round robin)
increase visibility – rely on social pressure
Critical mass
Early telephone system:
few subscribers – no one to ring
lots of subscribers – never stops ringing!
Electronic communications similar:
benefit number of subscribers
early users have negative cost/benefit
need critical mass to give net benefits
How to get started?
– look for cliques to form core user base
– design to benefit an initial small user base
Critical mass
strong benefit when
lots of users
.. but little benefit
for early users
solution – increase
zero point benefit
Evaluating the benefits
Assuming we have avoided the pitfalls!
How do we measure our success?
job satisfaction and information flow
– hard to measure
economic benefit
– diffuse throughout organisation
But ..
costs of hardware and software
… only too obvious
Perhaps we have to rely on hype!
capturing requirements
• need to identify requirements within context of
use
• need to take account of
– stakeholders
– work groups and practices
– organisational context
• many approaches including
– socio-technical modelling
– soft system modelling
– participatory design
– contextual inquiry
who are the stakeholders?
• system will have many stakeholders with
potentially conflicting interests
• stakeholder is anyone effected by success
or failure of system
– primary - actually use system
– secondary - receive output or provide input
– tertiary - no direct involvement but effected by
success or failure
– facilitating - involved in development or
deployment of system
who are the stakeholders?
Example: Classifying stakeholders – an airline booking
system
An international airline is considering introducing a new
booking system for use by associated travel agents to sell flights
directly to the public.
Primary stakeholders: travel agency staff, airline booking staff
Secondary stakeholders: customers, airline management
Tertiary stakeholders: competitors, civil aviation authorities,
customers’ travelling companions, airline shareholders
Facilitating stakeholders: design team, IT department staff
who are the stakeholders?
• designers need to meet as many
stakeholder needs as possible
– usually in conflict so have to prioritise
– often priority decreases as move down
categories e.g. primary most important
– not always e.g. life support machine
socio-technical modelling
• response to technological determinism
• concerned with technical, social, organizational
and human aspects of design
• describes impact of specific technology on
organization
• information gathering: interviews, observation,
focus groups, document analysis
• several approaches e.g.
– CUSTOM
– OSTA
CUSTOM
• Six stage process - focus on stakeholders
– describe organizational context, including primary goals,
physical characteristics, political and economic background
– identify and describe stakeholders including personal issues,
role in the organization and job
– identify and describe work-groups whether formally constituted
or not
– identify and describe task–object pairs i.e. tasks to be
performed and objects used
– identify stakeholder needs: stages 2–4 described in terms of
both current and proposed system - stakeholder needs are
identified from the differences between the two
– consolidate and check stakeholder requirements against earlier
criteria
OSTA
• Eight stage model - focus on task
– primary task identified in terms of users’ goals
– task inputs to system identified
– external environment into which the system will be introduced is
described, including physical, economic and political aspects
– transformation processes within the system are described in
terms of actions performed on or with objects
– social system is analyzed, considering existing internal and
external work-groups and relationships
– technical system is described in terms of configuration and
integration with other systems
– performance satisfaction criteria are established, indicating social
and technical requirements of system
– new technical system is specified
soft systems methodology
• no assumption of technological solution - emphasis on
understanding situation fully
• developed by Checkland
• seven stages
– recognition of problem and initiation of analysis
– detailed description of problem situation
• rich picture
– generate root definitions of system
• CATWOE
– conceptual model - identifying transformations
– compare real world to conceptual model
– identify necessary changes
– determine actions to effect changes
CATWOE
• Clients: those who receive output or benefit from the system
• Actors: those who perform activities within the system
• Transformations: the changes that are affected by the system
• Weltanschauung: (from the German) or World View - how the
system is perceived in a particular root definition
• Owner: those to whom the system belongs, to whom it is
answerable and who can authorize changes to it
• Environment: the world in which the system operates and by
which it is influenced
Participatory design
In participatory design:
workers enter into design context
In ethnography (as used for design):
designer enters into work context
Both make workers feel valued in design
… encourage workers to ‘own’ the products
Participatory Design
• User is an active member of the design team.
• Characteristics
– context and work oriented rather than system oriented
– collaborative
– iterative
• Methods
– brain-storming
– storyboarding
– workshops
– pencil and paper exercises
ETHICS
• participatory socio-technical approach devised
by Mumford
– system development is about managing change
– non-participants more likely to be dissatisfied
• three levels of participation
– consultative, representative, consensus
• design groups including stakeholder
representatives make design decisions
• job satisfaction is key to solution
Ethnography
very influential in CSCW
a form of anthropological study with special
focus on social relationships
does not enter actively into situation
seeks to understand social culture
unbiased and open ended
contextual inquiry
• Approach developed by Holtzblatt
– in ethnographic tradition but acknowledges and challenges
investigator focus
– model of investigator being apprenticed to user to learn
about work
– investigation takes place in workplace - detailed interviews,
observation, analysis of communications, physical workplace,
artefacts
– number of models created:
• sequence, physical, flow, cultural, artefact
• models consolidated across users
– output indicates task sequences, artefacts and
communication channels needed and physical and cultural
constraints
chapter 14
communication and
collaboration models
CSCW Issues and Theory
All computer systems have group impact
– not just groupware
Ignoring this leads to the failure of systems
Look at several levels – minutiae to large scale
context:
– face-to-face communication
– conversation
– text based communication
– group working
Face-to-face communication
• Most primitive and most subtle form of
communication
• Often seen as the paradigm for computer
mediated communication?
Transfer effects
• carry expectations into electronic media …
… sometimes with disastrous results
• may interpret failure as rudeness of colleague
e.g. personal space
– video may destroy mutual impression of distance
– happily the `glass wall' effect helps
Eye contact
• to convey interest and establish social
presence
• video may spoil direct eye contact
(see video tunnel, chap 19)
• but poor quality video better than audio only
Gestures and body language
• much of our communication is through our
bodies
• gesture (and eye gaze) used for deictic
reference
• head and shoulders video loses this
So … close focus for eye contact …
… or wide focus for body language?
Back channels
Alison: Do you fancy that film … err1 …
`The Green' um2 …
it starts at eight.
Brian: Great!
• Not just the words!
• Back channel responses from Brian at 1 and 2
– quizzical at 1
– affirmative at 2
Back channels (ctd)
• Back channels include:
– nods and grimaces
– shrugs of the shoulders
– grunts and raised eyebrows
• Utterance begins vague …
… then sharpens up just enough
Back channels -media effects
Restricting media restricts back channels
video – loss of body language
audio – loss of facial expression
half duplex – lose most voice back-channel
responses
text based – nothing left!
Back channels and turn-taking
in a meeting …
– speaker offers the floor
(fraction of a second gap)
– listener requests the floor
(facial expression, small noise)
Grunts, ‘um’s and ‘ah’s, can be used by the:
– listener to claim the floor
– speaker to hold the floor
… but often too quiet for half-duplex channels
e.g. Trans-continental conferences – special problem
– lag can exceed the turn taking gap
… leads to a monologue!
Basic conversational structure
Alison: Do you fancy that film
Brian: the uh (500 ms) with the black cat
‘The Green whatsit’
Alison: yeah, go at uh …
(looks at watch – 1.2 s) … 20 to?
Brian: sure
Smallest unit is the utterance
Turn taking utterances usually alternate …
Adjacency pairs
Simplest structure – adjacency pair
Adjacency pairs may nest:
Brian: Do you want some gateau?
Alison: is it very fattening?
Brian: yes, very
Alison: and lots of chocolate?
Brian: masses
Alison: I'll have a big slice then.
Structure is: B-x, A-y, B-y, A-z, B-z, A-x
– inner pairs often for clarification
… but, try analysing the first transcript in detail!
Context in conversation
Utterances are highly ambiguous
We use context to disambiguate:
Brian: (points) that post is leaning a bit
Alison: that's the one you put in
Two types of context:
• external context – reference to the environment
e.g., Brian's ‘that’ – the thing pointed to deictic reference
• internal context – reference to previous conversation
e.g., Alison's ‘that’ – the last thing spoken of
Referring to things – deixis
Often contextual utterances involve indexicals:
that, this, he, she, it
these may be used for internal or external context
Also descriptive phrases may be used:
– external: ‘the corner post is leaning a bit’
– internal: ‘the post you mentioned’
In face-to-face conversation can point
Common Ground
Resolving context depends on meaning
participants must share meaning
so must have shared knowledge
Conversation constantly negotiates meaning
… a process called grounding:
Alison: So, you turn right beside the river.
Brian: past the pub.
Alison: yeah …
Each utterance is assumed to be:
relevant – furthers the current topic
helpful – comprehensible to listener
Focus and topic
Context resolved relative to current dialogue focus
Alison: Oh, look at your roses : : :
Brian: mmm, but I've had trouble with greenfly.
Alison: they're the symbol of the English summer.
Brian: greenfly?
Alison: no roses silly!
Tracing topics is one way to analyse conversation.
– Alison begins – topic is roses
– Brian shifts topic to greenfly
– Alison misses shift in focus … breakdown
Breakdown
Breakdown happens at all levels:
topic, indexicals, gesture
Breakdowns are frequent, but
– redundancy makes detection easy
(Brian cannot interpret ‘they're … summer’)
– people very good at repair
(Brain and Alison quickly restore shared focus)
Electronic media may lose some redundancy
breakdown more severe
Speech act theory
A specific form of conversational analysis
Utterances characterised by what they do …
… they are acts
e.g. ‘I'm hungry’
– propositional meaning – hunger
– intended effect – ‘get me some food’
Basic conversational act the illocutionary point:
– promises, requests, declarations, …
Speech acts need not be spoken
e.g. silence often interpreted as acceptance …
Patterns of acts & Coordinator
• Generic patterns of acts can be identified
• Conversation for action (CfA) regarded as
central
• Basis for groupware tool Coordinator
– structured email system
– users must fit within CfA structure
– not liked by users!
Conversations for action (CfA)
Circles represent ‘states’ in the conversation
Arcs represent utterances (speech acts)
CfA in action
• Simplest route 1–5:
Alison: have you got the market survey
on chocolate mousse? request
Brian: sure promise
Brian: there you are assert
Alison: thanks declare
• More complex routes possible, e.g., 1–2–6–3 …
Alison: have you got … request
Brian: I've only got the summary figures counter
Alison: that'll do accept
Text-based communication
Most common media for asynchronous groupware
exceptions: voice mail, answer-phones
Familiar medium, similar to paper letters
but, electronic text may act as speech substitute!
Types of electronic text:
– discrete directed messages, no structure
– linear messages added (in temporal order)
– non-linear hypertext linkages
– spatial two dimensional arrangement
In addition, linkages may exist to other artefacts
Problems with text
No facial expression or body language
weak back channels
So, difficult to convey:
affective state – happy, sad, …
illocutionary force – urgent, important, …
Participants compensate:
‘flaming’ and smilies
;-) :-( :-)
example – ‘Conferencer’
linear conversation area – LHS RHS – spatial simulated pinboard
Conferencer (ctd)
Note separate ‘composition box’Pin board has similar granularity
– transcript only updated
‘cards’ only appear on other
when contribution ‘sent’
participants’ screens when
– granularity is the contribution
edit/creation is confirmed
Note separate ‘composition box’
– transcript only updated Pin board has similar granularity
when contribution ‘sent’ ‘cards’ only appear on other
– granularity is the contribution
participants’ screens when
edit/creation is confirmed
Grounding constraints
Establishing common ground depends on
grounding constraints
cotemporality – instant feedthrough
simultaneity – speaking together
sequence – utterances ordered
Often weaker in text based communication
e.g., loss of sequence in linear text
loss of sequence
Network delays or coarse granularity overlap
1. Bethan: how many should be in the group?
2. Rowena: maybe this could be one of the 4 strongest reasons
3. Rowena: please clarify what you mean
4. Bethan: I agree
5. Rowena: hang on
6. Rowena: Bethan what did you mean?
Message pairs 1&2 and 3&4 composed simultaneously
– lack of common experience
Rowena: 2 1 3 4 5 6
Bethan: 1 2 4 3 5 6
N.B. breakdown of turn-taking due to poor back channels
Maintaining context
Recall context was essential for disambiguation
Text loses external context, hence deixis
(but, linking to shared objects can help)
1. Alison: Brian's got some lovely roses
2. Brian: I'm afraid they're covered in greenfly
3. Clarise: I've seen them, they're beautiful
Both (2) and (3) respond to (1)
… but transcript suggests greenfly are beautiful!
Non-linear conversation
1. Alison:
Brian’s got some
lovely roses
2. Brian: 3. Clarise:
I’m afraid they’re I’ve seen them
covered in greenfly they’re beautiful
4. Clarise: hypertext-based or
have you tried threaded-message systems
companion planting? maintain ‘parallel’ conversations
Pace and granularity
Pace of conversation – the rate of turn taking
face-to-face – every few seconds
telephone – half a minute
email – hours or days
face-to-face conversation is highly interactive
– initial utterance is vague
– feedback gives cues for comprehension
lower pace less feedback
less interactive
Coping strategies
People are very clever!
they create coping strategies when things are difficult
Coping strategies for slow communication
attempt to increase granularity:
eagerness – looking ahead in the conversation game
Brian: Like a cup of tea? Milk or lemon?
multiplexing – several topics in one utterance
Alison: No thanks. I love your roses.
The Conversation Game
Conversation is like a game
Linear text follows one path through it
Participants choose the path by their utterances
Hypertext can follow several paths at once
participants
… like a game choose the path
by their utterances
Alison: Alison: Alison’s turn
nice weather for Oh, look at your
the time of year roses
Brian: Brian: Brian’s turn
the red ones are mmm, but I’ve had
my favourite trouble with greenfly
Alison: Alison: Alison:
Alison’s turn
they’re the symbol of they’re the universal have you tried
the English summer sign of love companion planting?
Brian:
Brian:
Brian’s turn
talking of love
thanks, I’ll try
...
that next year
Group dynamics
Work groups constantly change:
– in structure – in size
Several groupware systems have explicit rôles
– But rôles depend on context and time
e.g., M.D. down mine under authority of foreman
– and may not reflect duties
e.g., subject of biography, author, but now writer
Social structure may change: democratic, autocratic, …
and group may fragment into sub-groups
Groupware systems rarely achieve this flexibility
Groups also change in composition
new members must be able to `catch up'
Physical environment
Face-to-face working radically affected by
layout of workplace
e.g. meeting rooms:
– recessed terminals reduce visual impact
– inward facing to encourage eye contact
– different power positions
power positions
traditional meeting room
white
board
power positions
at front in reach
of white board
power positions
augmented meeting room
shared
screen
power positions
at back – screen
accessed by
keyboard
Distributed cognition
Traditional cognitive psychology in the head
Distributed cognition suggests look to the world
Thinking takes place in interaction
– with other people
– with the physical environment
Implications for group work:
– importance of mediating representations
– group knowledge greater than sum of parts
– design focus on external representation