Survey
* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project
* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project
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