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MEMORY AND LEARNING CMPT 481 Overview      HCI applications of memory Iconic, short-term, long-term Moving things into LTM Errors of memory Retrieval: Hick’s law HCI applications of memory          Hotkeys Command locations in GUI Menu contents Targeting actions in games Password typing Command languages Navigation in virtual environments Memorizing game levels Heuristic design principles 3. Minimize user’s memory load  Promote recognition over recall  Computers good at remembering things, people aren’t!  menus, icons, lists vs. command lines, field formats  relies on visibility of objects to the user 3. Minimize user’s memory load  Input formats  Indicate required format  give example and default entry 3. Minimize user’s memory load  Small number of rules applied universally  generic  same  command can be applied to all interface objects interpreted in context of interface object  copy,  commands cut, paste, drag and drop for characters, words, paragraphs, circles, files Memory  Types of Memory  Iconic  Short-Term  Long term  Implicit  Explicit • Processes – Encoding, storage, retrieval – Forgetting • Methods – Recognition, recall • Anatomy of Memory – Hippocampus and Amygdala Schacter’s “Seven Sins of Memory”        Memories are transient (fade with time) Remembering requires attention Our memories can be temporarily blocked We can misattribute the source of memory We are suggestible in our memories We can show memory distortion (bias) We often fail to forget the things we would like not to recall (persistence of memory) A Tale of Three Memories  Iconic memory  large capacity  Same modality as experience  Very fast decay A Tale of Three Memories  Short Term Memory  Limited capacity  Acoustic recoding  Rehearsal maintains information  Probabilistic  transfer into LTM Information from LTM retrieved and used here A Tale of Three Memories  Long term memory  Unlimited capacity  Semantic coding  Little decay Traditional Model of Memory  Atkinson & Shiffrin (1968) 3 Stage Model Stimuli Sensory registers Short Term Memory (STM) Information Processing Model Long Term Memory (LTM) Sensory Stores  Iconic store or Visual sensory register Holds visual information for 250ms  Information held is pre-categorical  Capacity – up to 12 items  Information fades quickly   Auditory sensory register  Holds auditory information for 2-3 seconds to allow ‘re-hearing’ Iconic memory test  Whole report procedure  Flash a matrix of letters for 50 milliseconds  Identify as many letters as possible  Participants typically remembered 4 letters  Partial Report Procedure  Flash a matrix of letters for 50 milliseconds  Participants are told to report bottom row  Participants were able to report any row requested Whole Report Keep your eyes on the “X” on the next slide X X X X X X X X X X X X B 5 Q T 2 HXS 9 O 4 M Y B 5 Q T 2 H S 9 O 4 M Y Partial Report X X X X X X X X X X X X 2 V 9 R Q MX7 L > K H 5 F < 2 V 9 R Q M 7 L > K H 5 F < Short Term and Long Term Memory   You experience memory as a single, unified whole. Yet, remembering almost anything recruits several systems and involves multiple processes. Memory Processes  Encoding  Processes  used to store information in memory Storage  Processes used to maintain information in memory  Rehearsal  and elaboration Retrieval  Processes used to get information back out of memory Serial Position Curve Serial Position Effect  Primacy Effect  remembering stuff at beginning of list better than middle because of rehearsal  Recency Effect  remembering stuff at the end of list better than middle because of lack of interference  ‘Peak-End’ Theory Recall vs. Recognition Recall Tasks  Free Recall  Recall  Cued Recall  Recall  words from a list seen previously everything you can that is associated with birds Serial Recall  Recall the names of prime ministers in order  Need to recall order as well as item names Recognition Tasks    Circle all the words you previously studied Indicate which pictures you saw yesterday The participant selects from a list of items they have previously seen Short-Term Memory  Attention Rehearsal  Attend to information in the sensory store, it moves to STM  Short Term Memory (STM) Rehearsal  Repeat information to keep in STM  Retrieval  Access memory in LTM and place in STM Attention Storage & Retrieval Research on Short-Term Memory  Miller (1956)  Examined memory capacity  7+/- 2 items or “chunks”  Chunking -- organize the input into larger units 1 9 8 0 1 9 9 8 2 0 0 3 - Exceeds capacity  1980 1998 2003 - Reorganize by chunking Birthyear H.S graduation College Graduation Memory strategies: STM  LTM  Mnemonic devices are strategies to improve memory by organizing information  Method of Loci: ideas are associated with a place or part of a building  Peg-Word system: peg words associated with ideas  Interactive Images: verbal associations are created for items to be learned Peg word system Mnemonic Item One is a gun Two is a shoe Three is a tree Four is a door Five is a hive Six is sticks Seven is heaven Eight is a gate Nine is a line Ten is a hen Sponge Firewood Crown Cigar Barack Obama YouTube Window Dog Microsoft Dryer lint Forgetting  Proactive interference:   Retroactive interference:   memory trace fades with time Motivated forgetting:   new information interferes with recall of old information Decay theory:   old information interferes with recall of new information involves the loss of painful memories (protective memory loss) Retrieval failure:  the information is still within LTM, but cannot be recalled because the retrieval cue is absent Human errors of memory  Slips  Memory errors in which behaviour gets misdirected en route to satisfying goal  e.g. drive to store, arrive at the office  Shows up frequently in skilled behaviour  Norman, Design of Everyday Things Slips Capture error  Frequently-done activity takes charge instead of one intended  occurs when common and less common actions have the same initial sequence   change clothes for dinner and find oneself in bed (William James, 1890) confirm saving of a file you meant to rename I can’t believe I pressed Yes... Description error  Intended action has much in common with others  usually occurs when right and wrong objects physically near each other  pour juice into bowl instead of glass  go jogging, come home, throw sweaty shirt in toilet instead of laundry basket  move file to trash instead of to folder Data-driven error  Data for the intended action is similar to other data  more  common data pushes itself forward telephone home instead of correct number Loss of activation error  Forgetting what the goal is while undergoing the sequence of actions  start going to room and forget why you are going there  navigating menus/dialogs and can’t remember what you are looking for  can sometimes continue action to remember (or go back to beginning)! Mode error  Execute action in one mode thinking they are in another  insert / edit mode in vi  try to draw with incorrect tool in paint program  refer to file that’s in a different directory  look for commands / menu options that are not relevant Designing for slips  Mode errors  have as few modes as possible (preferably none)  make modes highly visible  Capture errors  instead of confirmation, make actions undoable  allows reconsideration of action by user  e.g. trash can can be opened and deleted file retrieved Designing for slips  Loss of activation errors  if system knows the goal, make it explicit  if not, allow person to see path taken so far  Description errors  in icon-based interfaces, make sure icons are not too similar  check for reasonable input Baddeleys’ Working Memory Model Central Executive Visual Scribe Visuo-spatial Sketch Pad Articulatory Loop Episodic Buffer Phonological Store Working Memory Model  Articulatory Loop  Used to maintain information for a short time and for acoustic rehearsal  Visuo-spatial Sketch Pad  Used for maintaining and processing visuo-spatial information  Episodic Buffer  Used for storage of an integrated episode Working Memory Model  Central Executive  Focuses attention on relevant items and inhibiting irrelevant ones  Plans sequence of tasks to accomplish goals, schedules processes in complex tasks, often switches attention between different parts  Updates and checks content to determine next step in sequence of parts Working Memory  Context  Trouble recognizing somebody at work when you meet them on vacation  Scuba divers learning a list of words under water will recall it better underwater than on land  State Dependent Recall  Learning while happy or sad means better recall while happy or sad Long Term memory Long-term Memory Explicit Memory Episodic Memory Semantic Memory Implicit Memory Procedural Memory Classical Conditioning Priming Examples      Episodic: “I bumped into a friend today at the diner whom I hadn’t seen since last year.” Semantic: John A. MacDonald was the first prime minister of Canada Procedural Memory: Riding a bike Classical conditioning: Pavlovian reflex Priming: P-O-T-S joke Implicit and Explicit Memory  Explicit memory tasks  Voluntary and conscious  Also called declarative memory  Implicit memory tasks  Involuntary and unconscious Levels of Processing   Craik & Lockhart Continuum of processing  Shallow: surface, perceptual features  Deep: processed, meaningful interpretation  Level or “depth” of processing affects memorability  Deeper encoding produces more elaborate and longerlasting memory  Baker vs. Baker Schemas  We reconstruct memories according to a map of behaviors that are highly related to one another  Prior knowledge influences memory  Interpretation of details  Reductions in ambiguity  Makes unusual things stand out  E.g., chess positions Procedural memory   Memory for particular types of actions Long-term, implicit, and unconscious  Automaticity  Created through procedural learning  Repetition  and rehearsal “Choking under pressure” Power Law of Practice   States that the logarithm of the reaction time for a particular task decreases linearly with the logarithm of the number of practice trials taken RT = aP-b + c  RT is response time  a, b, and c are empirical constants  P is the trial number  “each new trial with a task will take about <half> as long as the previous trial” Power Law of Practice Hick’s Law   Describes the time it takes to make a decision or recall an item as a function of the number of choices T = b * log2(n+1) T is decision time  b is an empirical constant  n is the number of choices  Case study: spatial memory Hick’s Law