31
Chapter 5 Memory Human Performance Engineering Robert W. Bailey, Ph.D. Third Edition

Chapter 5 Memory

  • Upload
    gratia

  • View
    96

  • Download
    4

Embed Size (px)

DESCRIPTION

Chapter 5 Memory. Human Performance Engineering Robert W. Bailey, Ph.D. Third Edition. Designers should be aware of three types of human memory: sensory, short-term, long-term 1. Sensory – Persistence of a stimulus. - PowerPoint PPT Presentation

Citation preview

Page 1: Chapter 5 Memory

Chapter 5Memory

Human Performance Engineering

Robert W. Bailey, Ph.D.

Third Edition

Page 2: Chapter 5 Memory

Designers should be aware of three

types of human memory:

sensory, short-term, long-term

1. Sensory – Persistence of a stimulus

Page 3: Chapter 5 Memory

For vision- Duration of sensory memory can be lengthened by optimizing the stimulus-

background contrast.

Page 4: Chapter 5 Memory

Difficulties with visual sensory memory

would show up as errors characterized

by a lack of pattern or an excess of visual confusion.

Page 5: Chapter 5 Memory

DLTRVSA

More errors in the rightmost positions and fewer in the left positions.

More errors in the center positions than in the end positions.

Page 6: Chapter 5 Memory

2. Short Term Memory – Working memory, place to hold information temporarily.

External sources- By way of the perceptual process.

Internal sources- The result of reasoning, decision making, and problem solving.

Page 7: Chapter 5 Memory

Encoding-

Information is encoded into a form

that can be conveniently stored

in human memory.

Some visual information is transferred

into auditory form.

Page 8: Chapter 5 Memory

Capacity and Duration-

Can hold about 6 units of information (Chunks)

People forget longer messages sooner- The shorter the code the better.

Try to limit interference.

Page 9: Chapter 5 Memory

Rehearsing

Retains information in short-term memory. Other activities should not interfere with the rehearsal process.

Divide longer strings of characters into groups of three or four to help rehearsal.

Ex. 217964831 217 964 831

Page 10: Chapter 5 Memory

Patterns

427947247 - > 427 947 247

24657435-> 24 65 74 35

NTH EDO GSA WTH ECA TRU

“The dog saw the cat run”

Page 11: Chapter 5 Memory

Serial Position

Errors will tend to occur in certain character positions more than others.

Ex. In a seven-character code

most errors tend to occur in the

fifth position and the fewest usually

occur in the first position.

Page 12: Chapter 5 Memory

7th Character

Auditory Stimuli – Last character tends to be recalled as well as the first character.

Visual Stimuli – Last character tends to be mistaken more often.

Page 13: Chapter 5 Memory

Conclusions for Designers

Don’t require users to retain

even a small amount of information

for over 20 seconds,

if rehearsal is not possible.

Page 14: Chapter 5 Memory

Figure 8-3

Page 15: Chapter 5 Memory

Figure 8-4

Page 16: Chapter 5 Memory

Primarily, we lose material from

short-term memory by replacing it

with new information.

New information seems to push out old

information.

Limited capacity – six or fewer units.

Relatively short duration – less than 20 seconds.

Page 151- Peg Words

Page 17: Chapter 5 Memory

3. Long - term memory – Permanent memory storage. Relies heavily on organization. Learning, remembering, forgetting

forgotten information – lost access to it.

Belief –People do not lose information permanently. Hypnosis

Three operations take place related to remembering and forgetting: Encoding, storage, and retrieval.

Page 18: Chapter 5 Memory

Encoding

Process of deciding how to classify information. Sometimes only the essence of what was sensed will be encoded.

Ex. Good movie, lousy dinner, nice guy

Page 19: Chapter 5 Memory

Storage

Storage – Putting information into long-term memory.

Page 20: Chapter 5 Memory

Retrieval

Search in different locations when

trying to remember something.

Try to recall how the information was

originally filed.

Page 21: Chapter 5 Memory

Forgetting

May be due to a failure of any of these three operations.

E.G. original coding may be incorrect,

info may be degraded during storage,

info may be difficult to retrieve

because searching is done in wrong place.

Page 22: Chapter 5 Memory

Interference

Proactive interference – material learned prior to the learning of new material may interfere with the use of the new material in a performance situation.

Exp. Learn Task A, Learn Task B, Perform B.

Y=MX+B, Y=A+BX Y=A+BX

Page 23: Chapter 5 Memory

Designers must find out what kind of responses have already been learned and then incorporate as much as possible the same kind of responses in the new system.

Retroactive interference –

Exp. Learn task A, Learn task B, Perform A

Lotus 1-2-3, Excel, Lotus 1-2-3

Page 24: Chapter 5 Memory

Recall Versus Recognition

Two commonly used ways of measuring remembered information.

Recalling info is much more difficult than recognizing info.

Designer should make full use of this fact.

Ex. ?

Page 25: Chapter 5 Memory

Memory Skill

MNEMONICS – Conscious ways for helping to ensure the retention of material that would otherwise be forgotten. Ex. String around your finger, complex visual imagery schemes

Cognitive performance aids- Require a person to either reduce or elaborate on information being received.

Page 26: Chapter 5 Memory

Reductions

Frequently take the from of acronyms:

Homes- Great Lakes

Roygbiv- Colors of spectrum

Ex. 9 times table, string around your finger

Disadvantage – Reduce the information so much

that it is no longer possible to reconstruct the original.

Page 27: Chapter 5 Memory

Figure 8-6

Page 28: Chapter 5 Memory

Elaboration

Adding information to make the material easier to remember.

Page 29: Chapter 5 Memory

Verbal Clues

By taking greater advantage of meaning that already exists in words, phrases, or concepts.

Every good boy does fine – lines of the Treble Clef.

Ex. Pi

Information that is coded along several dimensions is less likely to be forgotten.

Page 30: Chapter 5 Memory

Imagery Cues

A mental picture is created and viewed.

Man named S. memorized 50 numbers in 3 minutes.

Imagined a familiar street and he would place objects along the way.

Page 31: Chapter 5 Memory

• Designers should not put an unreasonable demand on human memory.

• Designers should develop interfaces that support an acceptable level of remembering.

• Provide facilitators (training, instructions, performance aids) that make full use of the MNEMONIC concept.

Design Implications