Return to Video

Lecture 6.1: Representation Matters (17:11)

  • 0:05 - 0:13
    People are remarkable in all sorts of ways, but our attention in short-term memory are limited resources.
  • 0:13 - 0:15
    Fortunately, there’s hope.
  • 0:15 - 0:22
    The representations provided by language, gesture, drawings, and objects help us communicate and reason.
  • 0:22 - 0:29
    And, importantly for design, different representations can facilitate or hinder different thoughts.
  • 0:29 - 0:32
    The insight of today’s lecture is:
  • 0:32 - 0:36
    The ways in which we [inaudible] in the world organize and represent ideas
  • 0:36 - 0:41
    can have a drastic impact on our cognitive abilities, for better and for worse.
  • 0:41 - 0:46
    Things can help us think and you can leverage this as a designer.
  • 0:46 - 0:51
    Let’s start with an example that comes from Don Norman and Jiajie Zhang:
  • 0:51 - 0:57
    It’s a really strange diner, and in this diner the wait staff is not so good.
  • 0:57 - 1:05
    And the three people at the diner ordered oranges but they ended up on the wrong plates.
  • 1:05 - 1:13
    And your job — you can try this at home — is to help sort out which orange belongs on which plate.
  • 1:13 - 1:16
    And so, the way that the Oranges Puzzle works
  • 1:16 - 1:23
    is you need to order the oranges by size: largest to smallest, left to right.
  • 1:23 - 1:25
    Only one orange can be transferred at a time.
  • 1:25 - 1:30
    An orange can only be transferred to a plate on which it’ll be in the largest.
  • 1:30 - 1:34
    And only the largest orange on a plate can be transferred to another plate.
  • 1:34 - 1:36
    And so, I have three oranges here.
  • 1:36 - 1:42
    Our recording got a little bit delayed because somebody ate this little orange
  • 1:42 - 1:45
    so I had to go back to the market and get another one.
  • 1:45 - 1:48
    But we have an orange now and let me show you how this works.
  • 1:48 - 1:50
    So, I’m going to lay this out.
  • 1:54 - 1:56
    I’ve my diner coffee…
  • 2:08 - 2:11
    Here you have the three oranges as delivered by the wait staff.
  • 2:11 - 2:13
    And you can see they’re in the wrong order —
  • 2:13 - 2:16
    The largest one’s in the middle, and the middle one’s over here,
  • 2:16 - 2:19
    and the smallest one, which needs to be over here, is over on this side.
  • 2:19 - 2:23
    And so, to help save these diners,
  • 2:23 - 2:29
    one of the TA’s for the HCI online class, Alex, is going to come and sort this out.
  • 2:32 - 2:37
    >> Oh man, seems very difficult. So I have to only transfer one orange at a time, right?
  • 2:37 - 2:38
    >> One orange at a time.
  • 2:38 - 2:41
    >> And I can only put in to the biggest plate.
  • 2:41 - 2:44
    >> It has to be the largest orange on the plate.
  • 2:44 - 2:47
    >> Okay. So, can I transfer this here?
  • 2:47 - 2:49
    >> No, ’cause then it won’t be the largest orange.
  • 2:49 - 2:51
    >> Okay. So, can I transfer it here?
  • 2:51 - 2:51
    >> You bet!
  • 2:51 - 2:54
    >> Okay. And then can I transfer this one over here?
  • 2:54 - 2:54
    >> Sure!
  • 2:54 - 2:56
    >> And then this one here?
  • 2:56 - 2:57
    >> You got it! Well done!
  • 2:57 - 2:59
    >> Thank you!
  • 3:01 - 3:07
    >> And there’s a couple other diners who’s got similar orders; they all wanted bagels, and…
  • 3:12 - 3:16
    So, their first course is oranges; the second course is going to be bagels.
  • 3:19 - 3:23
    The real bagels puzzle is “Why you can’t get a decent bagel in California?”
  • 3:23 - 3:28
    But the Bagels Puzzle that we have for today is a little bit different:
  • 3:28 - 3:33
    So, we have our largest bagel, medium bagel, smallest bagel.
  • 3:33 - 3:39
    So, the plan is the same, except with the bagels, you have the ability to stack them:
  • 3:39 - 3:46
    You can out a larger bagel on top of a smaller bagel, but not a smaller bagel on top of a larger one.
  • 3:46 - 3:51
    And so, at any point in time, just like the oranges, it needs to be the largest one on the plate.
  • 3:51 - 3:56
    And these are in reverse order, and Alex is going to help us again,
  • 3:56 - 4:02
    rearranging the bagels so that the largest is on the left and the smallest is on the right.
  • 4:09 - 4:12
    >> Cool. So it has to be the largest, right?
  • 4:12 - 4:13
    >> Largest on the left.
  • 4:13 - 4:14
    >> So I can move this one here?
  • 4:14 - 4:15
    >> You got it!
  • 4:15 - 4:16
    >> I can move this one here?
  • 4:16 - 4:17
    >> Yup!
  • 4:17 - 4:19
    >> And I can move this one here?
  • 4:19 - 4:21
    >> Yup! There you go, well done!
  • 4:21 - 4:26
    Now all of our diners are happy — presuming of course, these are New York bagels,
  • 4:26 - 4:28
    which they are not, but that’s close enough for now.
  • 4:28 - 4:30
    So, that’s our bagels game for today.
  • 4:30 - 4:32
    You can try these at home, and what you see
  • 4:32 - 4:42
    is the fact that the bagels represent some of the constraints of the problem in the physical structure
  • 4:42 - 4:44
    makes it much easier to remember the state:
  • 4:44 - 4:50
    You don’t have to remember which of these two bagels is larger and therefore movable
  • 4:50 - 4:51
    because the larger on is on top —
  • 4:51 - 4:54
    you’re not going to move this medium-sized bagel; it’s underneath.
  • 4:54 - 4:56
    And that makes it all a lot easier —
  • 4:56 - 5:03
    when a representation of a problem enforces the constraints and the rules of the problem.
  • 5:03 - 5:08
    And you can think of this a lot of ways, like, when you leave your keys by the door
  • 5:08 - 5:12
    so that right as you walk out the door, you bring your keys with you.
  • 5:12 - 5:17
    That’s a way of structuring the physical world to serve as a reminder
  • 5:17 - 5:24
    and to embed the constraints that you need —to leave with your keys — in the physical space itself.
  • 5:24 - 5:28
    And, as some of you may have realized, you can think of these as being Towers of Hanoi.
  • 5:28 - 5:29
    And what’s interesting thing about this —
  • 5:29 - 5:36
    Towers of Hanoi is the kid’s game where you can move circles between pegs — that look a lot like bagels.
  • 5:36 - 5:43
    And what we’ve done is we’ve turned this Towers of Hanoi game into something where the rules are the same;
  • 5:43 - 5:45
    it’s just the representation has changed.
  • 5:45 - 5:49
    And let’s play a game — we’re going to play a card game now.
  • 5:49 - 5:51
    Two players.
  • 5:51 - 5:58
    Each of you is going to draw a number, one at a time such that you have three numbers that add up to 15.
  • 5:58 - 6:05
    And your draw is without replacement; so, if I’ve picked five, that’s no longer available.
  • 6:05 - 6:10
    For example, if I was able to get four, five, and six,
  • 6:10 - 6:15
    together those add up to fifteen, and that would be a winning hand.
  • 6:15 - 6:24
    So, let’s say for example, I pick five for starters, and the other player picks six.
  • 6:24 - 6:38
    So I pick three, and the other player picks two, and then I pick seven.
  • 6:38 - 6:42
    That would be a winning hand.
  • 6:42 - 6:49
    And, this is hard enough for one player. As you can see, it’s even harder to try and play both sides.
  • 6:49 - 6:51
    So we can make this a little bit easier.
  • 6:51 - 6:57
    So let’s say, instead of having it be numbers imaginary in our head,
  • 6:57 - 7:00
    we’ll do the same thing, but with playing cards.
  • 7:00 - 7:06
    And so I’m going to be able to have the numbers one through nine here — or ace through nine.
  • 7:06 - 7:10
    So, here we have the playing cards, ace through nine.
  • 7:10 - 7:14
    And again, two players, and this time we can lay ’em out in the table.
  • 7:14 - 7:19
    So I’ll lay these out so I can see ’em.
  • 7:19 - 7:28
    And again, start out by picking five, And the other player might pick six, and so I’ll go three.
  • 7:28 - 7:31
    And at this point — especially [as] the other player can see my numbers —
  • 7:31 - 7:36
    they’ll know that seven is what I want next, so they’re going to go seven,
  • 7:36 - 7:40
    and I’ll go two to prevent their 15.
  • 7:40 - 7:43
    And — alright, now they’re going to head off in another [tactic]…
  • 7:43 - 7:47
    So… maybe we can do…
  • 7:52 - 7:58
    Let’s try this: one. I haven’t thought it through, but that might help.
  • 7:58 - 8:04
    And at this point, I start to wonder whether this is going to work.
  • 8:04 - 8:12
    So, take — I’m not really playing here — but I’ll take nine — 12, 14… almost…
  • 8:12 - 8:21
    and it’s kind of nothing you can do at this point, and so… No dice!
  • 8:21 - 8:26
    A lot easier, especially early on, but still somewhat challenging.
  • 8:26 - 8:31
    Let’s play another game. We’ll pick an easier this time. How about Tic Tac Toe?
  • 8:31 - 8:37
    So, this is pretty easy. I think many of you know this game: So we can do x’s and o’s.
  • 8:37 - 8:52
    Somebody can go x, and somebody can go o. We can do x, and o, and x, and o, and x wins.
  • 8:52 - 8:58
    That game is a whole lot faster than either of the two cards we play,
  • 8:58 - 9:04
    but what might shock you is that these two games are isomorphs.
  • 9:04 - 9:10
    So I can fill in the numbers one through nine and have them be exactly equivalent to our card game.
  • 9:21 - 9:27
    Any row or diagonal that adds to fifteen also produces a winning game in Tic Tac Toe.
  • 9:27 - 9:34
    So for example, I can pick this right column, that’s 15, 15, all the way through.
  • 9:34 - 9:39
    And what we see from this is that the way that you represent the problem —
  • 9:39 - 9:45
    drawing numbers in our head, cards on the table or numbers in a grid —
  • 9:45 - 9:52
    has drastic influences on our ability to solve that problem fluently and to see alternate solutions
  • 9:52 - 9:56
    and to be able to coordinate our action with another person.
  • 9:56 - 10:02
    And this is why Herb Simon, the famous artificial intelligence and cognitive science researcher,
  • 10:02 - 10:09
    writes that “Solving a problem simply means representing it so as to make the solution transparent.”
  • 10:09 - 10:12
    For example, if you think about proofs in mathematics,
  • 10:12 - 10:16
    what’s true at the end of the proof is also true at the beginning.
  • 10:16 - 10:19
    The only thing that’s changed along the way
  • 10:19 - 10:28
    is that the fact that the proof is indeed true has been rendered clear to the reader.
  • 10:28 - 10:35
    Why were the Oranges Puzzle and the number selection game so difficult?
  • 10:35 - 10:39
    It’s because both of them tax our working memory —
  • 10:39 - 10:45
    we had to keep in mind what moves are possible, what numbers we held,
  • 10:45 - 10:51
    what the other person was thinking and maybe doing — and that was a lot to keep in mind all at once.
  • 10:51 - 10:57
    Human beings are incredible in all sorts of ways; working memory is not one of them.
  • 10:57 - 11:01
    And one of the most important things that we can do with user interfaces
  • 11:01 - 11:05
    by embedding the constraints of the problem in the user interface itself
  • 11:05 - 11:13
    is to offload working memory so that those limited resources become available for other people.
  • 11:13 - 11:19
    You may have heard the famous “seven plus or minus two” as a limit of working memory,
  • 11:19 - 11:26
    that we can keep seven plus or minus two things available at any point in time.
  • 11:26 - 11:34
    And that’s not exactly true — the real story is a bit more complicated —
  • 11:34 - 11:38
    but if you want to have a rule of thumb to work with as a designer,
  • 11:38 - 11:42
    I suggest two plus or minus two —
  • 11:42 - 11:50
    that basically don’t require users to keep anything in mind that you can possibly put on the screen.
  • 11:50 - 11:55
    So far the examples that we’ve looked at — oranges, bagels, cards, Tic Tac Toe —
  • 11:55 - 11:57
    are kind of toy problems.
  • 11:57 - 12:03
    And, you know, they may make for some good entertainment at a dinner party
  • 12:03 - 12:06
    but it’s not real-world stuff.
  • 12:09 - 12:14
    They demonstrate, however, principles of the power of distributing cognition —
  • 12:14 - 12:17
    That absolutely have real world impact.
  • 12:17 - 12:21
    One great example of this is that task management system Getting Things Done.
  • 12:21 - 12:26
    It’s very much designed in the principles of distributing cognition in mind.
  • 12:26 - 12:32
    So, for example, one of the rules of the Getting Things Done system is that
  • 12:32 - 12:34
    whenever something comes to your mind that you need to do,
  • 12:34 - 12:38
    the first thing you do is write it down — somewhere, anywhere.
  • 12:38 - 12:41
    And the reason for that is that if you have something in mind
  • 12:41 - 12:45
    that needs to be completed and you haven’t written it down yet,
  • 12:45 - 12:51
    you’re spending a lot of cycles of working memory, remembering to “I need to do my laundry”,
  • 12:51 - 12:53
    the same thing — “I need to do my laundry”, “I need to do my laundry”…
  • 12:53 - 12:57
    and that’s chewing up resources that could be better deployed elsewhere.
  • 12:57 - 13:02
    “Write it down” gets it out of your mind, and you can move on.
  • 13:02 - 13:11
    One of the words that people toss around all the time in terms of effective user interfaces
  • 13:11 - 13:15
    is that “this user interface is ‘natural.’”
  • 13:15 - 13:18
    And when we say that, we mean a couple of different things,
  • 13:18 - 13:24
    but one of the things that we mean [that] we can see in our example of the oranges and the bagels
  • 13:24 - 13:31
    [is] that the bagels, as a task, is more natural — because the properties of the representation —
  • 13:31 - 13:39
    bagels can stack — matches the properties of the thing that’s being represented.
  • 13:39 - 13:46
    One of my user interfaces for this perspective is the Proteus indigestible pill.
  • 13:46 - 13:50
    This is a pill that, when you swallow it,
  • 13:50 - 13:59
    it sends out a little signal so that your phone — or the Internet — knows that you’ve taken this pill.
  • 13:59 - 14:09
    And the ability of keeping track of whether you’ve taken the pill or not automatically, by virtue of taking the pill,
  • 14:09 - 14:11
    is a really natural user interface —
  • 14:11 - 14:20
    the ingestion act serves both to take the pill and to mark that you have done so.
  • 14:20 - 14:26
    There’s another example of a really natural interaction in this system which is
  • 14:26 - 14:32
    that, in addition to the pill, there’s a transmitter that you need to stick to your body.
  • 14:32 - 14:37
    And the transmitter has a limited battery life.
  • 14:37 - 14:40
    So, how do you turn the transmitter on?
  • 14:40 - 14:44
    It’s a Band-aid-like system, and the way that you turn on the transmitter is
  • 14:44 - 14:49
    you peel back the Band-aid bandage, and that turns it on.
  • 14:49 - 14:53
    And so, again, that action that you need to do to stick it on yourself
  • 14:53 - 14:58
    is exactly the same action that you use to turn the [transmitter] on.
  • 14:58 - 15:04
    And so by integrating the necessary step with the step that’s easy to forget,
  • 15:04 - 15:08
    you don’t forget the step anymore.
  • 15:08 - 15:12
    So let’s bring this back to normal user interfaces.
  • 15:12 - 15:17
    Here’s an example of the Print dialog on a Macintosh.
  • 15:17 - 15:23
    And one of the things that you can see here is that there’s a world-in-miniature strategy in this Print dialog box.
  • 15:23 - 15:30
    So, if I want to look at the Stanford Academic Calendar, I can print that here.
  • 15:30 - 15:32
    And, what we’re going to look at is:
  • 15:32 - 15:40
    here’s our world in miniature, where we see the entire legal-sized page shown inside the dialog box.
  • 15:40 - 15:43
    And one of the things that that makes clear
  • 15:43 - 15:49
    is that I’m not going to be able to fit the top and the bottom of the page on a letter-sized page
  • 15:49 - 15:54
    because a letter sized page is three inches shorter than a legal page,
  • 15:54 - 15:59
    and so consequently, you know, it’s probably not something I want to do.
  • 15:59 - 16:04
    And, one of the things that I like about this is that by showing you the world in miniature,
  • 16:04 - 16:11
    the challenges of working that you’ve got to decide here become much clearer.
  • 16:11 - 16:17
    Here’s another example; this is from Microsoft Word, and what we can see here is —
  • 16:17 - 16:23
    I’m again about to print this, and the dialog box that I get from word says
  • 16:23 - 16:32
    “A footer of section 1 is set outside the printable area of the page. Do you want to continue?”
  • 16:32 - 16:38
    And I can click Yes or I can click No.
  • 16:38 - 16:42
    Now, in order to answer this problem, I need to know:
  • 16:42 - 16:49
    is it just that the bounding box of the footer is outside what the printer can print and so it’s irrelevant
  • 16:49 - 16:54
    or is there actually content that I need that won’t be printed?
  • 16:54 - 16:56
    None of that is available from this dialog box,
  • 16:56 - 16:58
    and so, unlike the previous print dialog
  • 16:58 - 17:01
    where we saw the world in miniature and could see what was being cut off,
  • 17:01 - 17:04
    here we have no idea what’s being cut off,
  • 17:04 - 17:07
    and consequently, this is a much less effective user interface.
  • 17:08 - 17:12
    And that’s the end of part one.
Title:
Lecture 6.1: Representation Matters (17:11)
Video Language:
English

English subtitles

Revisions