CS295J/Triage for class 10: Difference between revisions

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=Steven=
==EJ==
With the primary goal of this course in mind, I'm not willing at this point to abandon the concept (fundamental assumption) of a unified approach to cognition and practical usability.  For that reason, I'm reluctant to "prune" any of the seven (7) project avenues we have identified, as I think the symmetry presents a very strong proposal: three (3) primarily-theoretical cognitive contributions, three (3) primarily practical usability contributions, and one (1) contribution with the fundamental purpose of unifying and relating, to an explicit and quantifiable degree, these other two domains.  If there is a deficiency in this connection, I think it's in the interest of the initial goal of the course to diagnose and treat it, with respect to the six other components.
 
I'd therefore submit the "slanty" timetable we came up with, focusing 3 of the 5 researchers on cognition during the first year of the study, and transitioning to at least 3 researchers focusing on practical usability by the final year of the study. [[User:E J Kalafarski|E J Kalafarski]] 14:59, 3 April 2009 (UTC)
 
==Steven==
1. A model of human cognitive and perceptual abilities when using computers
1. A model of human cognitive and perceptual abilities when using computers
*Extremely relevant, huge impact – though it would require well trained cognitive scientists to properly interpret a huge number of studies as to their relevance to HCI
*Extremely relevant, huge impact – though it would require well trained cognitive scientists to properly interpret a huge number of studies as to their relevance to HCI
2. Something about design rules collected and merged
2. A classification of standard design guidelines into overarching principles and measurement of the relation of each design principle with quantifiable cognitive principles.
*Doesn’t incorporate cognitive principles, discard
*Very relevant and low cost, though the impact might not be huge.
3. A predictive, fully-integrated model of user workflow which encompasses low-level tasks, working spheres, communication chains, interruptions and multi-tasking.
3. A predictive, fully-integrated model of user workflow which encompasses low-level tasks, working spheres, communication chains, interruptions and multi-tasking.
*Doesn’t contribute terribly in terms of cognitive and perceptual modeling, as it works almost exclusively with behavior, but could inform and be informed by other aspects.  Would be fairly expensive though, as procuring and analyzing data would be a long process.
*Doesn’t contribute terribly in terms of cognitive and perceptual modeling, as it works almost exclusively with behavior, but could inform and be informed by other aspects.  Would be fairly expensive though, as procuring and analyzing data would be a long process.
4. A low-overhead mechanism for capturing event-based interactions between a user and a computer, including web-cam based eye tracking.
4. A low-overhead mechanism for capturing event-based interactions between a user and a computer, including web-cam based eye tracking.
*Very relevant in terms of estimating perceptual patterns and applying cognitive research, could have a very large impact.  Cost depends upon equipment, though recruiting fresh users could also be expensive.
*Very relevant in terms of estimating perceptual patterns and applying cognitive research, could have a very large impact.  Cost depends upon equipment, though recruiting fresh users could also be expensive.
5. A classification of standard design guidelines into overarching principles and measurement of the relation of each design principle with quantifiable cognitive principles.
5. A systematic method to determine task distribution based on psychological principles.
*Very relevant and low cost, though the impact might not be huge.
6. A systematic method to determine task distribution based on psychological principles.
*Could be very impactful and is certainly very relevant, but the cost could be high as this would require multiple experiments and likely advanced imaging tools.
*Could be very impactful and is certainly very relevant, but the cost could be high as this would require multiple experiments and likely advanced imaging tools.
7. A method for collecting data on user performance in cognitive, perceptual, and motor-control tasks that requires less monetary cost, allows for a greater number of samples, and measures user improvements over time.
6. A method for collecting data on user performance in cognitive, perceptual, and motor-control tasks that requires less monetary cost, allows for a greater number of samples, and measures user improvements over time.
*Very similar to the event-based interactions contribution above, has similar potential for impact but once again – development costs could be large.
*Very similar to the event-based interactions contribution above, has similar potential for impact but once again – development costs could be large.


 
==Eric==
 
=Eric=


1. A model of human cognitive and perceptual abilities when using computers
1. A model of human cognitive and perceptual abilities when using computers
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3. A classification of standard design guidelines into overarching principles and measurement of the relation of each design principle with quantifiable cognitive principles.
3. A classification of standard design guidelines into overarching principles and measurement of the relation of each design principle with quantifiable cognitive principles.


4. A method for collecting data on user performance in cognitive, perceptual, and motor-control tasks that requires less monetary cost, allows for a greater number of samples, and measures user improvements over time.
4. A systematic method to determine task distribution based on psychological principles.


5. A low-overhead mechanism for capturing event-based interactions between a user and a computer, including web-cam based eye tracking.
5. A method for collecting data on user performance in cognitive, perceptual, and motor-control tasks that requires less monetary cost, allows for a greater number of samples, and measures user improvements over time.
 
6. A systematic method to determine task distribution based on psychological principles.


7. Something about design rules collected and merged
6. A low-overhead mechanism for capturing event-based interactions between a user and a computer, including web-cam based eye tracking.


=Andrew=
==Andrew==
1. A predictive, fully-integrated model of user workflow which encompasses low-level tasks, working spheres, communication chains, interruptions and multi-tasking.
1. A predictive, fully-integrated model of user workflow which encompasses low-level tasks, working spheres, communication chains, interruptions and multi-tasking.


Line 42: Line 41:
4. A classification of standard design guidelines into overarching principles and measurement of the relation of each design principle with quantifiable cognitive principles.
4. A classification of standard design guidelines into overarching principles and measurement of the relation of each design principle with quantifiable cognitive principles.


5. Something about design rules collected and merged
5. A method for collecting data on user performance in cognitive, perceptual, and motor-control tasks that requires less monetary cost, allows for a greater number of samples, and measures user improvements over time.


6. A method for collecting data on user performance in cognitive, perceptual, and motor-control tasks that requires less monetary cost, allows for a greater number of samples, and measures user improvements over time.
6. A systematic method to determine task distribution based on psychological principles.
 
7. A systematic method to determine task distribution based on psychological principles.

Latest revision as of 14:59, 3 April 2009

EJ

With the primary goal of this course in mind, I'm not willing at this point to abandon the concept (fundamental assumption) of a unified approach to cognition and practical usability. For that reason, I'm reluctant to "prune" any of the seven (7) project avenues we have identified, as I think the symmetry presents a very strong proposal: three (3) primarily-theoretical cognitive contributions, three (3) primarily practical usability contributions, and one (1) contribution with the fundamental purpose of unifying and relating, to an explicit and quantifiable degree, these other two domains. If there is a deficiency in this connection, I think it's in the interest of the initial goal of the course to diagnose and treat it, with respect to the six other components.

I'd therefore submit the "slanty" timetable we came up with, focusing 3 of the 5 researchers on cognition during the first year of the study, and transitioning to at least 3 researchers focusing on practical usability by the final year of the study. E J Kalafarski 14:59, 3 April 2009 (UTC)

Steven

1. A model of human cognitive and perceptual abilities when using computers

  • Extremely relevant, huge impact – though it would require well trained cognitive scientists to properly interpret a huge number of studies as to their relevance to HCI

2. A classification of standard design guidelines into overarching principles and measurement of the relation of each design principle with quantifiable cognitive principles.

  • Very relevant and low cost, though the impact might not be huge.

3. A predictive, fully-integrated model of user workflow which encompasses low-level tasks, working spheres, communication chains, interruptions and multi-tasking.

  • Doesn’t contribute terribly in terms of cognitive and perceptual modeling, as it works almost exclusively with behavior, but could inform and be informed by other aspects. Would be fairly expensive though, as procuring and analyzing data would be a long process.

4. A low-overhead mechanism for capturing event-based interactions between a user and a computer, including web-cam based eye tracking.

  • Very relevant in terms of estimating perceptual patterns and applying cognitive research, could have a very large impact. Cost depends upon equipment, though recruiting fresh users could also be expensive.

5. A systematic method to determine task distribution based on psychological principles.

  • Could be very impactful and is certainly very relevant, but the cost could be high as this would require multiple experiments and likely advanced imaging tools.

6. A method for collecting data on user performance in cognitive, perceptual, and motor-control tasks that requires less monetary cost, allows for a greater number of samples, and measures user improvements over time.

  • Very similar to the event-based interactions contribution above, has similar potential for impact but once again – development costs could be large.

Eric

1. A model of human cognitive and perceptual abilities when using computers

2. A predictive, fully-integrated model of user workflow which encompasses low-level tasks, working spheres, communication chains, interruptions and multi-tasking.

3. A classification of standard design guidelines into overarching principles and measurement of the relation of each design principle with quantifiable cognitive principles.

4. A systematic method to determine task distribution based on psychological principles.

5. A method for collecting data on user performance in cognitive, perceptual, and motor-control tasks that requires less monetary cost, allows for a greater number of samples, and measures user improvements over time.

6. A low-overhead mechanism for capturing event-based interactions between a user and a computer, including web-cam based eye tracking.

Andrew

1. A predictive, fully-integrated model of user workflow which encompasses low-level tasks, working spheres, communication chains, interruptions and multi-tasking.

2. A model of human cognitive and perceptual abilities when using computers

3. A low-overhead mechanism for capturing event-based interactions between a user and a computer, including web-cam based eye tracking.

4. A classification of standard design guidelines into overarching principles and measurement of the relation of each design principle with quantifiable cognitive principles.

5. A method for collecting data on user performance in cognitive, perceptual, and motor-control tasks that requires less monetary cost, allows for a greater number of samples, and measures user improvements over time.

6. A systematic method to determine task distribution based on psychological principles.