It 125
It 125
MEMORY
Christian Paul Olegario
Learning outcomes
• IDENTIFY SYSTEM DESIGN
• DESCRIBE THE PRINCIPLES OF
WEAKNESSES THAT RELATE TO
HUMAN MEMORY.
HUMAN MEMORY.
• IDENTIFY HOW MEMORY ISSUES
• CONDUCT AN ANALYSIS OF ACTUAL
RELATE THE USER-CENTRED SYSTEM
OR PROPOSED DESIGNS WITH
DESIGN (UCSD) PROCESS.
REGARD TO HUMAN MEMORY.
• Input Store
• Abstract Working Memory
• Long Term associtive store or Long term memory
• Motor output store
• Executive functions or processing system
This approach supports the design of interactive
systems as follows.
• An interactive system must provide suitability designed input to the user
(input store)
• A well designed system must support the user’s responses and allow them to
be made easily (motor output store)
• A system should not require an excessive amount of information to be
stored in working memory
• Finally, the system should support the executive or processing system by
ensuring that the tasks required by the system are not too complex to be
mastered and maintained.
Alternative Theories
• Simplistic architectures, such as Broadbent’s Maltese Cross, capture an
overview of cognition but do not attempt to be complete
• MHP attempts to be cut-down, but still accurate, theory that both captues
current knowledge and guides current best practice.
• Theories such as SOAR (Newell 1990) and ICS (Interacting Cognitive
System) (Barnard 1985) take a prallel processing approach that attempt to
address the complexity of human cognition
• In addition, there are neural networks which aim to mimic the human brain
and provide a computer instantiation.
Advancing Simplistic Theories
How do we cope with the evident complexity of human memory? for almost
any task, some memory resources are required. Our solution is to use a
simplistic theory (like simplex two) to set out the basic ground rules of human
memory that both research psychologists and interactive designers
Weaknessescan use.
Memory to support perception
There is growing evidence that our moods influence our ability to learn
and retain information. It is also evident that the emotional status of
items may influence their memorability. A poor design may be
unpleasant to use or ignore the nature of the items involved.
Weaknesses
Any interactive system design assumes that users will have access to a
lot of information, either in long-term memory in the environment.
Clearly, a good design will not require users to hold too much
Weaknesses
information in long-term memory.
Cognitive model construction
There is considerable evidence that people construct
mental models when using a complex system or
attempting a difficult task. For example, Most people
who live in London have either a paper map of the
london underground train system or have developed a
mental model of it over time and through repeated
use.
Output responses (output zone and output program zone)