Learn how humans think.

Introduction

Deductive reasoning.

  • Inductive reasoning
  • Abductive reasoning

We learned in the previous lessons that the brain acquires information, stores it in memory, processes it, and outputs a specific muscle movement. But how exactly does the brain process this information? How does it know how to respond to unfamiliar situations? Want to know about this amazing capability of our brain? Let’s dive in and figure it out.

Thinking is the ability to make decisions by using reasoning and problem-solving techniques on any concepts we have.

There are two subdomains of thinking, reasoning and problem-solving .

Reasoning is the ability to use the information we already have to draw conclusions about a specific situation. Reasoning can be divided into three subdomains, deductive, inductive, and abductive reasoning. Let’s get into the details of each subdomain one by one.

Get hands-on with 1200+ tech skills courses.

Cognitive Approaches to Human Computer Interaction

  • First Online: 17 September 2020

Cite this chapter

explain reasoning and problem solving in hci

  • Haiyue Yuan 6 ,
  • Shujun Li 7 &
  • Patrice Rusconi 8  

Part of the book series: Human–Computer Interaction Series ((BRIEFSHUMAN))

421 Accesses

This chapter presents a brief overview of theories and concepts that ar some well-established and widely used cognitive architectures, such as ACT-R (Anderson et al (2004) Psychol Rev 111(4):1036–1060; Anderson (2007) How can the human mind occur in the physical universe? Oxford series on cognitive models and architectures. Oxford University Press, Oxford) and SOAR (Laird (2012) Soar cognitive architecture. MIT Press, Cambridge). These are computational attempts to model cognition for general and complete tasks rather than for single, small tasks. This chapter also reviews the most known and used cognitive models, KLM and GOMS, which are computational models used for simulations of human performance and behavior (Ritter et al (2000) ACM Trans Comput-Hum Interact 7(2):141–173. https://doi.org/10.1145/353485.353486 ). We will show how some cognitive architectures that originated within artificial intelligence (AI) have been developed to cover aspects of cognitive science, and vice versa. The relevance of the cognitive approach to HCI can be seen in the successful use of cognitive models in the HCI community to evaluate designs, assist users’ interactions with computers, and substitute users in simulations (Ritter et al (2000) ACM Trans Comput-Hum Interact 7(2):141–173. https://doi.org/10.1145/353485.353486 ).

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save.

  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
  • Available as EPUB and PDF
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Anderson, J.R.: This week’s citation classic. Current Contents (52), 91 (1979). http://garfield.library.upenn.edu/classics1979/A1979HX09600001.pdf

Anderson, J.R., Bothell, D., Byrne, M.D., Douglass, S., Lebiere, C., Qin, Y.: An integrated theory of the mind. Psychol. Rev. 111 (4), 1036–1060 (2004)

Google Scholar  

Anderson, J.R., Lebiere, C.: The newell test for a theory of cognition. Behav. Brain Sci. 26 (5), 587–601 (2003)

Anderson, J.R.J.R.: The Adaptive Character of Thought. Studies in Cognition. L. Erlbaum Associates, Hillsdale (1990)

Anderson, J.R.J.R.: How Can the Human Mind Occur in the Physical Universe? Oxford Series on Cognitive Models and Architectures. Oxford University Press, Oxford (2007)

Borst, J.P., Anderson, J.R.: A step-by-step tutorial on using the cognitive architecture ACT-R in combination with fmRI data. J. Math. Psychol. 76 , 94–103 (2017)

MathSciNet   MATH   Google Scholar  

Byrne, M.D., Anderson, J.R.: Serial modules in parallel: the psychological refractory period and perfect time-sharing. Psychol. Rev. 108 (4), 847–869 (2001)

Card, S., Moran, T., Newell, A.: The keystroke-level model for user performance time with interactive systems. Commun. ACM 23 (7), 396–410 (1980)

Card, S.K., Newell, A., Moran, T.P.: The Psychology of Human-Computer Interaction. L. Erlbaum Associates Inc., USA (1983)

Stires, D.M., Murphy, M.M.: PERT (Program Evaluation and Review Technique) CPM (Critical Path Method). Materials Management Inst., Boston (1962)

Hélie, S., Sun, R.: Incubation, insight, and creative problem solving: a unified theory and a connectionist model. Psychol. Rev. 117 (3), 994–1024 (2010)

John, B.E., Kieras, D.E.: The goms family of user interface analysis techniques: comparison and contrast. ACM Trans. Comput.-Hum. Interact. 3 (4), 320–351 (1996). https://doi.org/10.1145/235833.236054

Jones, R.M., Laird, J.E., Nielsen, P.E., Coulter, K.J., Kenny, P., Koss, F.V.: Automated intelligent pilots for combat flight simulation. AI Mag. 20 (1), 27 (1999). https://www.aaai.org/ojs/index.php/aimagazine/article/view/1438

Kennedy, W.G., Afb, W.P.: Modeling intuitive decision making in ACT-R (2012)

Kieras, D., Marshall, S.P.: Visual availability and fixation memory in modeling visual search using the epic architecture (2006). http://www.escholarship.org/uc/item/8xq582jf

Kieras, D.E., Wakefield, G.H., Thompson, E.R., Iyer, N., Simpson, B.D.: Modeling two-channel speech processing with the epic cognitive architecture. Top. Cogn. Sci. 8 (1), 291–304 (2016)

Article   Google Scholar  

Kieras, D.E., Meyer, D.E.: An overview of the epic architecture for cognition and performance with application to human-computer interaction. Hum.-Comput. Interact. 12 (4), 391–438 (1997). https://doi.org/10.1207/s15327051hci1204_4

Kotseruba, I., Tsotsos, J.: A review of 40 years of cognitive architecture research: core cognitive abilities and practical applications. arXiv.org (2018). http://search.proquest.com/docview/2071239777/

Laird, J.E.: Preface for special section on integrated cognitive architectures. SIGART Bull. 2 (4), 12–13 (1991). https://doi.org/10.1145/122344.1063801

Laird, J.E., Lebiere, C., Rosenbloom, P.S.: A standard model of the mind: toward a common computational framework across artificial intelligence, cognitive science, neuroscience, and robotics. AI Mag. 38 (4), 13–26 (2017)

Laird, J.E., Newell, A., Rosenbloom, P.S.: Soar: an architecture for general intelligence. Artif. Intell. 33 (1), 1–64 (1987)

Laird, J.E.J.L.: Soar Cognitive Architecture. MIT Press, Cambridge (2012)

Lebiere, C.: The dynamics of cognition: an ACT-R model of cognitive arithmetic. Kognitionswissenschaft 8 (1), 5–19 (1999). https://doi.org/10.1007/BF03354932

Marr, D.: Vision: A Computational Investigation into the Human Representation and Processing of Visual Information. Freeman, New York (1982)

Meyer, D.E., Kieras, D.E.: A computational theory of executive cognitive processes and multiple-task performance: Part 1. Basic mechanisms. Psychol. Rev. 104 (1), 3–65 (1997)

Möbus, C., Lenk, J.C., Özyurt, J., Thiel, C.M., Claassen, A.: Checking the ACT-R/brain mapping hypothesis with a complex task: using fmRI and Bayesian identification in a multi-dimensional strategy space. Cogn. Syst. Res. 12 (3–4), 321–335 (2011)

Newell, A., Simon, H.: GPS, a Program That Simulates Human Thought. McGraw-Hill, New York (1963)

Newell, A.: You Can’t Play 20 Questions with Nature and Win: Projective Comments on the Papers of This Symposium, pp. 283–308. Academic, New York (1973)

Newell, A.: Physical symbol systems. Cogn. Sci. 4 (2), 135–183 (1980)

Newell, A.: Unified Theories of Cognition. Harvard University Press, USA (1990)

Oh, H., Jo, S., Myung, R.: Computational modeling of human performance in multiple monitor environments with ACT-R cognitive architecture. Int. J. Indus. Ergon. 44 (6), 857–865 (2014)

Paik, J., Pirolli, P.: ACT-R models of information foraging in geospatial intelligence tasks (report). Comput. Math. Organ. Theory 21 (3), 274–295 (2015)

Ritter, F.E., Baxter, G.D., Jones, G., Young, R.M.: Supporting cognitive models as users. ACM Trans. Comput.-Hum. Interact. 7 (2), 141–173 (2000). https://doi.org/10.1145/353485.353486

Ritter, F.E., Tehranchi, F., Oury, J.D.: ACT-R: a cognitive architecture for modeling cognition. WIREs Cogn. Sci. 10 (3), e1488 (2019). https://doi.org/10.1002/wcs.1488

Rosenbloom, P.S., Laird, J.E., Newell, A., Mccarl, R.: A preliminary analysis of the soar architecture as a basis for general intelligence. Artif. Intell. 47 (1–3), 289–325 (1991)

MathSciNet   Google Scholar  

Rumelhart, D.E., McClelland, J.L.: Parallel Distributed Processing: Explorations in the Microstructure of Cognition. Vol.1, Foundations. Computational Models of Cognition and Perception. MIT Press, Cambridge, MA (1986)

Book   Google Scholar  

Salvucci, D.D.: Modeling driver behavior in a cognitive architecture. Hum. Factors 48 (2), 362–380 (2006). https://search.proquest.com/docview/216466223?accountid=17256 , copyright – Copyright Human Factors and Ergonomics Society Summer 2006; Document feature – Illustrations; Equations; Charts; Tables; Graphs; Last updated – 2017-11-09; CODEN – HUFAA6

Salvucci, D.D.: Rapid prototyping and evaluation of in-vehicle interfaces. ACM Trans. Comput.-Hum. Interact. 16 (2) (2009). https://doi.org/10.1145/1534903.1534906

Salvucci, D.D., Lee, F.J.: Simple cognitive modeling in a complex cognitive architecture. In: Human Factors in Computing Systems: CHI 2003 Conference Proceedings, pp. 265–272. ACM Press (2003)

Sun, R., Hélie, S.: Psychologically realistic cognitive agents: taking human cognition seriously. J. Exp. Theor. Artif. Intell. 25 (1), 65–92 (2013). https://doi.org/10.1080/0952813X.2012.661236

Sun, R., Merrill, E., Peterson, T.: From implicit skills to explicit knowledge: a bottom-up model of skill learning. Cogn. Sci. 25 (2), 203–244 (2001)

Sun, R., Zhang, X.: Accounting for a variety of reasoning data within a cognitive architecture. J. Exp. Theor. Artif. Intell. 18 (2), 169–191 (2006). https://doi.org/10.1080/09528130600557713

Taatgen, N., Anderson, J.R.: The past, present, and future of cognitive architectures. Top. Cogn. Sci. 2 (4), 693–704 (2010). https://doi.org/10.1111/j.1756-8765.2009.01063.x

Wiiliams, N., Li, S.: Simulating human detection of phishing websites: an investigation into the applicability of ACT-R cognitive behaviour architecture model (2017)

Zhang, Z., Russwinkel, N., Prezenski, S.: Modeling individual strategies in dynamic decision-making with ACT-R: a task toward decision-making assistance in HCI. Proc. Comput. Sci. 145 , 668–674 (2018)

Download references

Author information

Authors and affiliations.

Centre for Vision, Speech, and Signal Processing, University of Surrey, Guildford, UK

Haiyue Yuan

School of Computing, University of Kent, Canterbury, UK

School of Psychology, Department of Psychological Sciences, University of Surrey, Guildford, UK

Patrice Rusconi

You can also search for this author in PubMed   Google Scholar

Rights and permissions

Reprints and permissions

Copyright information

© 2020 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this chapter

Yuan, H., Li, S., Rusconi, P. (2020). Cognitive Approaches to Human Computer Interaction. In: Cognitive Modeling for Automated Human Performance Evaluation at Scale . Human–Computer Interaction Series(). Springer, Cham. https://doi.org/10.1007/978-3-030-45704-4_2

Download citation

DOI : https://doi.org/10.1007/978-3-030-45704-4_2

Published : 17 September 2020

Publisher Name : Springer, Cham

Print ISBN : 978-3-030-45703-7

Online ISBN : 978-3-030-45704-4

eBook Packages : Computer Science Computer Science (R0)

Share this chapter

Anyone you share the following link with will be able to read this content:

Sorry, a shareable link is not currently available for this article.

Provided by the Springer Nature SharedIt content-sharing initiative

  • Publish with us

Policies and ethics

  • Find a journal
  • Track your research
  • DOI: 10.1145/2858036.2858283
  • Corpus ID: 9288730

HCI Research as Problem-Solving

  • Antti Oulasvirta , Kasper Hornbæk
  • Published in International Conference on… 7 May 2016
  • Computer Science, Philosophy

Figures and Tables from this paper

figure 1

133 Citations

The disciplinary identity of hci research: an investigation using configurational theory.

  • Highly Influenced

HCI RESEARCH IN VIRTUAL REALITY: A DISCUSSION OF PROBLEM-SOLVING

  • 16 Excerpts

Talking about interaction

On the grounds of solutionism: ontologies of blackness and hci, generative theories of interaction, situated dissemination through an hci workplace, wherein is the necessity and importance of changing human-computer interaction well-known design methods, translations and boundaries in the gap between hci theory and design practice, research contributions in human-computer interaction, evaluation beyond usability: validating sustainable hci research, 59 references, human-computer interaction as science, hci theory: classical, modern, and contemporary, the turn to practice in hci: towards a research agenda, the three paradigms of hci, usability science. i: foundations, strong concepts: intermediate-level knowledge in interaction design research, research through design as a method for interaction design research in hci, human-computer interaction: psychological aspects of the human use of computing., interaction criticism: an introduction to the practice, usability evaluation considered harmful (some of the time), related papers.

Showing 1 through 3 of 0 Related Papers

  • System Design Tutorial
  • What is System Design
  • System Design Life Cycle
  • High Level Design HLD
  • Low Level Design LLD
  • Design Patterns
  • UML Diagrams
  • System Design Interview Guide
  • Crack System Design Round
  • System Design Bootcamp
  • System Design Interview Questions
  • Microservices
  • Scalability

Introduction to Human Computer Interaction (HCI)

HCI (Human Computer Interaction) is a field of study that refers to communication between the human user and a computer system. Here interface refers to a medium or interaction between the computer and the end user. It is also known as CHI (Computer Human Interface) or MMI (Man Machine Interaction). It is concerned with design, evaluation, and implementation. It is used to provide a user-friendly environment.

HCI-banner-(1)

Important Topics for Human Computer Interaction (HCI)

Input and output devices, interaction styles, use cases of hci, application of hci in different domains.

Interaction-between-humans-and-machine

Human uses digital devices to perform various activities. HCI is to design a systems in such a way that make them efficient, stable, usable and attainable. Lack of communication can result in poor designed user interfaces. It provides a ways to reduce design time through various task models. There are some disciplines contributing to HCI.

Disciplines-Contributing-to-HCI

Computer Science

Computer science is a field of computation and information. Computer science plays a crucial role in modern development of HCI. Smart Television, Voice assistant, AR/VR technology and gaze detection are some of the technology exists in modern world, that are running our day to day life.

Cognitive Psychology

It is a field of HCI which identifies how human interact with systems. It includes Language based interaction, a set of rules are provided to the system. Based on that rules we create our model. It also includes Human motor skills, where we identifies physical characteristics of user and based on that characteristics we create our model.

Fine arts design

An artistic way of thinking always produce creative ideas. E-books and novels, digital drawings, video games are some of the applications of fine arts contributing to HCI.

  • Early computers was extremely difficult to use, it was large and expensive. It was used by specialists or engineers.
  • ENIAC (Electronic Numerical Integrator And Computer) was released in 1945 . It was the first programmable electronic and general purpose digital computer.
  • In mid 1960 ‘s command line interface(CLI) was used to interact with computer. CLI are light weight and requires few memory consumption.
  • 1980 ‘s are the booming phase for HCI. Some of the market leaders like Apple and Microsoft plays a crucial role for the modern development of HCI. GUI (Graphic User Interface) application was created that was easy to use, understand and visualize.
  • XEROX STAR was released in 1981 . It had mouse driven graphical user interface and built-in ethernet network and protocol. It also had laser printer. This was considered far ahead of its time. Two years later in 1983 Apple Lisa was released, it offered document-centered graphical interface based on the metaphor of desktop.
  • In 1984 first Macintosh was release and it was revolutionary. It had good graphic user interface and a variety of fonts that makes your document more appealing to readers.
  • In 1990 ‘s internet starts it’s journey. Communication between people become very easy through social networking like Email. The World Wide Web( WWW ) was created by Tim Berners-Lee. It is way for people to share information.
  • In 2000 mobile, laptop, tablet was a buzz word in this period. These gadget provides more flexibility to user. User can connect with anyone at any place. Smart phones comes into picture. User don’t need any mouse or pointing device to select anything. They can use their fingers to interact with device. It provides more features like built-in music player, camera, weather forecast, Internet, GPS, games, video conferencing and many more.
  • In 2006 NINTENDO released Wii . It was famous for it’s rear remote controller a handheld pointing device that detects movements in 3D. It enables users to simulate real world sports and activities through different games. This paved the way for gaming consoles like XBOX
  • Windows 10 is a series of operating systems developed by Microsoft released in 2015 . It made user experience more consistent between different classes of device. The rising popularity and availability of laptops and computer systems, Microsoft made windows 10 adaptable into different systems.
  • VR oculus rift was a revolution in virtual reality. It was launched in 2016 . The rift is primarily a gaming device. However it is also capable of viewing conventional movies and videos from inside the virtual cinema environment. It is increasingly used in universities and schools as an educational tool.
Input are actions received from user and output are the signals that sent back to user by system. It acts as a medium between computer and user. Some of the examples of input and output devices are as follows.

Input devices

  • Bar code reader

Output Devices

  • Command Line : It is one of the oldest interaction style present today. But it is not user friendly because user needs to learn so many commands. Each task or work have it’s own command, you have to be expert or proficient in writing these commands.
  • Graphic user interface : It is one of the popular interaction style available today. Operating systems like Windows and macOS are the best style of GUI, where user can provide input with the help of mouse and keyboard.
  • Natural Language : It is one step ahead of GUI. We can interact with system by the help of languages that we are using in our day to day life. Alexa , Siri , Google voice are the best example of voice assistant that uses natural language.
  • Q/A (Question and Answer) : The best example of this interaction style are chatbots. Every application whether it is web or mobile application has chatbot now a days. But chatbots are always domain specific not universal.
  • Smart home : Smart homes refers to home amenities that have been fitted with communication technology enabling some degree of automation or remote control. It includes control of air conditioning, heating and lighting through voice activated commands or mobile app. Home security systems are also fitted with communication technology to alert the residents in case of burglary.
  • Biometric Sensors : Biometric sensors are the use of human biometrics in various technological applications. It can be used in access controls for example granting access to a computer network or security system.
  • Autonomous vehicle : An autonomous vehicle is one that can drive itself. Tesla is a company which pioneered the engineering of autonomous driving vehicles. It has advanced autopilot technology which allows real time navigation updates.
  • Virtual assistants : Another innovation in this era is the intelligent virtual assistant or intelligent personal assistant. It is a software agent that can perform task or services or an individual based on commands or questions. These virtual assistants can interpret human speech and respond via voices.
  • Smart phones for Visual Disabilities : There are some features present in smart phones that make the life of people with disabilities easy. Voiceover is a screen reader which basically means that your phone will talk out loud and tell you what’s on the screen. User can control it with certain touch gestures. There are some other features also like Magnification .

It includes the design and development of application. These application includes desktop application, websites and mobile apps. These application are used in different domains it includes healthcare, banking, education, networking and many more.

Applications-of-HCI

Health care

Patients have so many options now a days. They can buy medicines online and book appointments with doctor just with the help of mobile application. Augmented Reality(AR) and Virtual Reality(VR) are now transforming surgical process, previously it was very risky. Now doctor can use 3D animations to visualize the process. It can be used to train new surgeons.

Now students can understand any concept more easily. There are so many resources available on internet now a days. Class room teaching are now very interesting with the help of smart classes. AR/VR can really help students to visualize any concept very easily. Students have option to study online. During COVID-19 students couldn’t able to go outside their home. In this situation they have option to study online.

Now common people don’t need to wait in long queues of bank. They can get banking solution right at their home using Net banking or Mobile banking. These application also provides user a secure environment to avoid cyber crimes.

Networking is very easy now a days. It includes social media networking and business networking. Now it is very easy for us to connect and share thoughts with anyone. It streamlines the process of finding jobs.

author

Please Login to comment...

Similar reads.

  • Geeks Premier League
  • System Design
  • Geeks Premier League 2023
  • HCI(Human Computer Interaction/Interface)

Improve your Coding Skills with Practice

 alt=

What kind of Experience do you want to share?

Innovation in HCI: what can we learn from design thinking?

New citation alert added.

This alert has been successfully added and will be sent to:

You will be notified whenever a record that you have chosen has been cited.

To manage your alert preferences, click on the button below.

New Citation Alert!

Please log in to your account

Information & Contributors

Bibliometrics & citations.

  • Yamamura N Uriu D Muramatsu M Kamiyama Y Kashino Z Sakamoto S Tanaka N Tanigawa T Onishi A Yoshida S Yamanaka S Inami M (2023) Social Digital Cyborgs: The Collaborative Design Process of JIZAI ARMS Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems 10.1145/3544548.3581169 (1-19) Online publication date: 19-Apr-2023 https://dl.acm.org/doi/10.1145/3544548.3581169
  • Visescu I Larusdottir M Islind A (2023) Supporting Active Learning in STEM Higher Education Through the User-Centred Design Sprint 2023 IEEE Frontiers in Education Conference (FIE) 10.1109/FIE58773.2023.10342978 (1-10) Online publication date: 18-Oct-2023 https://doi.org/10.1109/FIE58773.2023.10342978
  • Siricharoen W (2021) Using Empathy Mapping in Design Thinking Process for Personas Discovering Context-Aware Systems and Applications, and Nature of Computation and Communication 10.1007/978-3-030-67101-3_15 (182-191) Online publication date: 13-Jan-2021 https://doi.org/10.1007/978-3-030-67101-3_15
  • Show More Cited By

Index Terms

Human-centered computing

Collaborative and social computing

Recommendations

Investigating the case-based reasoning process during hci design.

Given that the design activity makes use of previous design knowledge, we turned to case-based reasoning (CBR) to help identify opportunities to support human-computer interaction (HCI) design. We conducted interviews with professional designers, which ...

Tweaking Design Thinking for Strategic and Tactical Impact

Much has been written and discussed about design thinking over the last 13 years since IDEO brought its methodology to the mainstream with its cover story in Business Week. A key part of design thinking has been design workshops and intensives. More ...

Further Connecting Sustainable Interaction Design with Sustainable Digital Infrastructure Design

This paper advances the connections between sustainable interaction design (SID) also known as sustainable HCI (SHCI) and sustainable digital infrastructure design (SDID), building on prior work in the HCI archive. We describe trends in sustainable ...

Information

Published in.

  • General Chairs:

Author Picture

  • Program Chairs:
  • Publications Chairs:

Author Picture

In-Cooperation

  • SIGCHI: ACM Special Interest Group on Computer-Human Interaction

Association for Computing Machinery

New York, NY, United States

Publication History

Check for updates, author tags.

  • design processes
  • design thinking
  • Research-article

Acceptance Rates

Contributors, other metrics, bibliometrics, article metrics.

  • 10 Total Citations View Citations
  • 931 Total Downloads
  • Downloads (Last 12 months) 40
  • Downloads (Last 6 weeks) 0
  • Bourdeau S Lesage A Couturier Caron B Léger P Bernhaupt R Mueller F Verweij D Andres J McGrenere J Cockburn A Avellino I Goguey A Bjørn P Zhao S Samson B Kocielnik R (2020) When Design Novices and LEGO® Meet Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems 10.1145/3313831.3376495 (1-14) Online publication date: 21-Apr-2020 https://dl.acm.org/doi/10.1145/3313831.3376495
  • Catarci T Marrella A Santucci G Sharf M Vitaletti A Di Lucchio L Imbesi L Malakuczi V (2020) From Consensus to Innovation. Evolving Towards Crowd-based User-Centered Design International Journal of Human–Computer Interaction 10.1080/10447318.2020.1753333 36 :15 (1460-1475) Online publication date: 28-Apr-2020 https://doi.org/10.1080/10447318.2020.1753333
  • Sturdee M Lindley J (2019) Sketching & Drawing as Future Inquiry in HCI Proceedings of the Halfway to the Future Symposium 2019 10.1145/3363384.3363402 (1-10) Online publication date: 19-Nov-2019 https://dl.acm.org/doi/10.1145/3363384.3363402
  • Freeman G Bardzell J Bardzell S (2019) Open Source, Open Vision: The MakerPro Network and the Broadening of Participation in Setting Taiwan’s IT Vision Agenda Human–Computer Interaction 10.1080/07370024.2018.1555043 34 :5-6 (506-540) Online publication date: 21-Jan-2019 https://doi.org/10.1080/07370024.2018.1555043
  • de Souza Lima A Benitti F (2019) Let’s Talk About Tools and Approaches for Teaching HCI Learning and Collaboration Technologies. Designing Learning Experiences 10.1007/978-3-030-21814-0_13 (155-170) Online publication date: 15-Jun-2019 https://doi.org/10.1007/978-3-030-21814-0_13
  • Park H McKilligan S (2018) A Systematic Literature Review for Human-Computer Interaction and Design Thinking Process Integration Design, User Experience, and Usability: Theory and Practice 10.1007/978-3-319-91797-9_50 (725-740) Online publication date: 15-Jul-2018 https://dl.acm.org/doi/10.1007/978-3-319-91797-9_50
  • Sturm C Aly M von Schmidt B Flatten T Jones M Tscheligi M Rogers Y Murray-Smith R (2017) Entrepreneurial & UX mindsets Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services 10.1145/3098279.3119912 (1-11) Online publication date: 4-Sep-2017 https://dl.acm.org/doi/10.1145/3098279.3119912

View Options

Login options.

Check if you have access through your login credentials or your institution to get full access on this article.

Full Access

View options.

View or Download as a PDF file.

View online with eReader .

Share this Publication link

Copying failed.

Share on social media

Affiliations, export citations.

  • Please download or close your previous search result export first before starting a new bulk export. Preview is not available. By clicking download, a status dialog will open to start the export process. The process may take a few minutes but once it finishes a file will be downloadable from your browser. You may continue to browse the DL while the export process is in progress. Download
  • Download citation
  • Copy citation

We are preparing your search results for download ...

We will inform you here when the file is ready.

Your file of search results citations is now ready.

Your search export query has expired. Please try again.

Logo for College of DuPage Digital Press

Want to create or adapt books like this? Learn more about how Pressbooks supports open publishing practices.

7 Module 7: Thinking, Reasoning, and Problem-Solving

This module is about how a solid working knowledge of psychological principles can help you to think more effectively, so you can succeed in school and life. You might be inclined to believe that—because you have been thinking for as long as you can remember, because you are able to figure out the solution to many problems, because you feel capable of using logic to argue a point, because you can evaluate whether the things you read and hear make sense—you do not need any special training in thinking. But this, of course, is one of the key barriers to helping people think better. If you do not believe that there is anything wrong, why try to fix it?

The human brain is indeed a remarkable thinking machine, capable of amazing, complex, creative, logical thoughts. Why, then, are we telling you that you need to learn how to think? Mainly because one major lesson from cognitive psychology is that these capabilities of the human brain are relatively infrequently realized. Many psychologists believe that people are essentially “cognitive misers.” It is not that we are lazy, but that we have a tendency to expend the least amount of mental effort necessary. Although you may not realize it, it actually takes a great deal of energy to think. Careful, deliberative reasoning and critical thinking are very difficult. Because we seem to be successful without going to the trouble of using these skills well, it feels unnecessary to develop them. As you shall see, however, there are many pitfalls in the cognitive processes described in this module. When people do not devote extra effort to learning and improving reasoning, problem solving, and critical thinking skills, they make many errors.

As is true for memory, if you develop the cognitive skills presented in this module, you will be more successful in school. It is important that you realize, however, that these skills will help you far beyond school, even more so than a good memory will. Although it is somewhat useful to have a good memory, ten years from now no potential employer will care how many questions you got right on multiple choice exams during college. All of them will, however, recognize whether you are a logical, analytical, critical thinker. With these thinking skills, you will be an effective, persuasive communicator and an excellent problem solver.

The module begins by describing different kinds of thought and knowledge, especially conceptual knowledge and critical thinking. An understanding of these differences will be valuable as you progress through school and encounter different assignments that require you to tap into different kinds of knowledge. The second section covers deductive and inductive reasoning, which are processes we use to construct and evaluate strong arguments. They are essential skills to have whenever you are trying to persuade someone (including yourself) of some point, or to respond to someone’s efforts to persuade you. The module ends with a section about problem solving. A solid understanding of the key processes involved in problem solving will help you to handle many daily challenges.

7.1. Different kinds of thought

7.2. Reasoning and Judgment

7.3. Problem Solving

READING WITH PURPOSE

Remember and understand.

By reading and studying Module 7, you should be able to remember and describe:

  • Concepts and inferences (7.1)
  • Procedural knowledge (7.1)
  • Metacognition (7.1)
  • Characteristics of critical thinking:  skepticism; identify biases, distortions, omissions, and assumptions; reasoning and problem solving skills  (7.1)
  • Reasoning:  deductive reasoning, deductively valid argument, inductive reasoning, inductively strong argument, availability heuristic, representativeness heuristic  (7.2)
  • Fixation:  functional fixedness, mental set  (7.3)
  • Algorithms, heuristics, and the role of confirmation bias (7.3)
  • Effective problem solving sequence (7.3)

By reading and thinking about how the concepts in Module 6 apply to real life, you should be able to:

  • Identify which type of knowledge a piece of information is (7.1)
  • Recognize examples of deductive and inductive reasoning (7.2)
  • Recognize judgments that have probably been influenced by the availability heuristic (7.2)
  • Recognize examples of problem solving heuristics and algorithms (7.3)

Analyze, Evaluate, and Create

By reading and thinking about Module 6, participating in classroom activities, and completing out-of-class assignments, you should be able to:

  • Use the principles of critical thinking to evaluate information (7.1)
  • Explain whether examples of reasoning arguments are deductively valid or inductively strong (7.2)
  • Outline how you could try to solve a problem from your life using the effective problem solving sequence (7.3)

7.1. Different kinds of thought and knowledge

  • Take a few minutes to write down everything that you know about dogs.
  • Do you believe that:
  • Psychic ability exists?
  • Hypnosis is an altered state of consciousness?
  • Magnet therapy is effective for relieving pain?
  • Aerobic exercise is an effective treatment for depression?
  • UFO’s from outer space have visited earth?

On what do you base your belief or disbelief for the questions above?

Of course, we all know what is meant by the words  think  and  knowledge . You probably also realize that they are not unitary concepts; there are different kinds of thought and knowledge. In this section, let us look at some of these differences. If you are familiar with these different kinds of thought and pay attention to them in your classes, it will help you to focus on the right goals, learn more effectively, and succeed in school. Different assignments and requirements in school call on you to use different kinds of knowledge or thought, so it will be very helpful for you to learn to recognize them (Anderson, et al. 2001).

Factual and conceptual knowledge

Module 5 introduced the idea of declarative memory, which is composed of facts and episodes. If you have ever played a trivia game or watched Jeopardy on TV, you realize that the human brain is able to hold an extraordinary number of facts. Likewise, you realize that each of us has an enormous store of episodes, essentially facts about events that happened in our own lives. It may be difficult to keep that in mind when we are struggling to retrieve one of those facts while taking an exam, however. Part of the problem is that, in contradiction to the advice from Module 5, many students continue to try to memorize course material as a series of unrelated facts (picture a history student simply trying to memorize history as a set of unrelated dates without any coherent story tying them together). Facts in the real world are not random and unorganized, however. It is the way that they are organized that constitutes a second key kind of knowledge, conceptual.

Concepts are nothing more than our mental representations of categories of things in the world. For example, think about dogs. When you do this, you might remember specific facts about dogs, such as they have fur and they bark. You may also recall dogs that you have encountered and picture them in your mind. All of this information (and more) makes up your concept of dog. You can have concepts of simple categories (e.g., triangle), complex categories (e.g., small dogs that sleep all day, eat out of the garbage, and bark at leaves), kinds of people (e.g., psychology professors), events (e.g., birthday parties), and abstract ideas (e.g., justice). Gregory Murphy (2002) refers to concepts as the “glue that holds our mental life together” (p. 1). Very simply, summarizing the world by using concepts is one of the most important cognitive tasks that we do. Our conceptual knowledge  is  our knowledge about the world. Individual concepts are related to each other to form a rich interconnected network of knowledge. For example, think about how the following concepts might be related to each other: dog, pet, play, Frisbee, chew toy, shoe. Or, of more obvious use to you now, how these concepts are related: working memory, long-term memory, declarative memory, procedural memory, and rehearsal? Because our minds have a natural tendency to organize information conceptually, when students try to remember course material as isolated facts, they are working against their strengths.

One last important point about concepts is that they allow you to instantly know a great deal of information about something. For example, if someone hands you a small red object and says, “here is an apple,” they do not have to tell you, “it is something you can eat.” You already know that you can eat it because it is true by virtue of the fact that the object is an apple; this is called drawing an  inference , assuming that something is true on the basis of your previous knowledge (for example, of category membership or of how the world works) or logical reasoning.

Procedural knowledge

Physical skills, such as tying your shoes, doing a cartwheel, and driving a car (or doing all three at the same time, but don’t try this at home) are certainly a kind of knowledge. They are procedural knowledge, the same idea as procedural memory that you saw in Module 5. Mental skills, such as reading, debating, and planning a psychology experiment, are procedural knowledge, as well. In short, procedural knowledge is the knowledge how to do something (Cohen & Eichenbaum, 1993).

Metacognitive knowledge

Floyd used to think that he had a great memory. Now, he has a better memory. Why? Because he finally realized that his memory was not as great as he once thought it was. Because Floyd eventually learned that he often forgets where he put things, he finally developed the habit of putting things in the same place. (Unfortunately, he did not learn this lesson before losing at least 5 watches and a wedding ring.) Because he finally realized that he often forgets to do things, he finally started using the To Do list app on his phone. And so on. Floyd’s insights about the real limitations of his memory have allowed him to remember things that he used to forget.

All of us have knowledge about the way our own minds work. You may know that you have a good memory for people’s names and a poor memory for math formulas. Someone else might realize that they have difficulty remembering to do things, like stopping at the store on the way home. Others still know that they tend to overlook details. This knowledge about our own thinking is actually quite important; it is called metacognitive knowledge, or  metacognition . Like other kinds of thinking skills, it is subject to error. For example, in unpublished research, one of the authors surveyed about 120 General Psychology students on the first day of the term. Among other questions, the students were asked them to predict their grade in the class and report their current Grade Point Average. Two-thirds of the students predicted that their grade in the course would be higher than their GPA. (The reality is that at our college, students tend to earn lower grades in psychology than their overall GPA.) Another example: Students routinely report that they thought they had done well on an exam, only to discover, to their dismay, that they were wrong (more on that important problem in a moment). Both errors reveal a breakdown in metacognition.

The Dunning-Kruger Effect

In general, most college students probably do not study enough. For example, using data from the National Survey of Student Engagement, Fosnacht, McCormack, and Lerma (2018) reported that first-year students at 4-year colleges in the U.S. averaged less than 14 hours per week preparing for classes. The typical suggestion is that you should spend two hours outside of class for every hour in class, or 24 – 30 hours per week for a full-time student. Clearly, students in general are nowhere near that recommended mark. Many observers, including some faculty, believe that this shortfall is a result of students being too busy or lazy. Now, it may be true that many students are too busy, with work and family obligations, for example. Others, are not particularly motivated in school, and therefore might correctly be labeled lazy. A third possible explanation, however, is that some students might not think they need to spend this much time. And this is a matter of metacognition. Consider the scenario that we mentioned above, students thinking they had done well on an exam only to discover that they did not. Justin Kruger and David Dunning examined scenarios very much like this in 1999. Kruger and Dunning gave research participants tests measuring humor, logic, and grammar. Then, they asked the participants to assess their own abilities and test performance in these areas. They found that participants in general tended to overestimate their abilities, already a problem with metacognition. Importantly, the participants who scored the lowest overestimated their abilities the most. Specifically, students who scored in the bottom quarter (averaging in the 12th percentile) thought they had scored in the 62nd percentile. This has become known as the  Dunning-Kruger effect . Many individual faculty members have replicated these results with their own student on their course exams, including the authors of this book. Think about it. Some students who just took an exam and performed poorly believe that they did well before seeing their score. It seems very likely that these are the very same students who stopped studying the night before because they thought they were “done.” Quite simply, it is not just that they did not know the material. They did not know that they did not know the material. That is poor metacognition.

In order to develop good metacognitive skills, you should continually monitor your thinking and seek frequent feedback on the accuracy of your thinking (Medina, Castleberry, & Persky 2017). For example, in classes get in the habit of predicting your exam grades. As soon as possible after taking an exam, try to find out which questions you missed and try to figure out why. If you do this soon enough, you may be able to recall the way it felt when you originally answered the question. Did you feel confident that you had answered the question correctly? Then you have just discovered an opportunity to improve your metacognition. Be on the lookout for that feeling and respond with caution.

concept :  a mental representation of a category of things in the world

Dunning-Kruger effect : individuals who are less competent tend to overestimate their abilities more than individuals who are more competent do

inference : an assumption about the truth of something that is not stated. Inferences come from our prior knowledge and experience, and from logical reasoning

metacognition :  knowledge about one’s own cognitive processes; thinking about your thinking

Critical thinking

One particular kind of knowledge or thinking skill that is related to metacognition is  critical thinking (Chew, 2020). You may have noticed that critical thinking is an objective in many college courses, and thus it could be a legitimate topic to cover in nearly any college course. It is particularly appropriate in psychology, however. As the science of (behavior and) mental processes, psychology is obviously well suited to be the discipline through which you should be introduced to this important way of thinking.

More importantly, there is a particular need to use critical thinking in psychology. We are all, in a way, experts in human behavior and mental processes, having engaged in them literally since birth. Thus, perhaps more than in any other class, students typically approach psychology with very clear ideas and opinions about its subject matter. That is, students already “know” a lot about psychology. The problem is, “it ain’t so much the things we don’t know that get us into trouble. It’s the things we know that just ain’t so” (Ward, quoted in Gilovich 1991). Indeed, many of students’ preconceptions about psychology are just plain wrong. Randolph Smith (2002) wrote a book about critical thinking in psychology called  Challenging Your Preconceptions,  highlighting this fact. On the other hand, many of students’ preconceptions about psychology are just plain right! But wait, how do you know which of your preconceptions are right and which are wrong? And when you come across a research finding or theory in this class that contradicts your preconceptions, what will you do? Will you stick to your original idea, discounting the information from the class? Will you immediately change your mind? Critical thinking can help us sort through this confusing mess.

But what is critical thinking? The goal of critical thinking is simple to state (but extraordinarily difficult to achieve): it is to be right, to draw the correct conclusions, to believe in things that are true and to disbelieve things that are false. We will provide two definitions of critical thinking (or, if you like, one large definition with two distinct parts). First, a more conceptual one: Critical thinking is thinking like a scientist in your everyday life (Schmaltz, Jansen, & Wenckowski, 2017).  Our second definition is more operational; it is simply a list of skills that are essential to be a critical thinker. Critical thinking entails solid reasoning and problem solving skills; skepticism; and an ability to identify biases, distortions, omissions, and assumptions. Excellent deductive and inductive reasoning, and problem solving skills contribute to critical thinking. So, you can consider the subject matter of sections 7.2 and 7.3 to be part of critical thinking. Because we will be devoting considerable time to these concepts in the rest of the module, let us begin with a discussion about the other aspects of critical thinking.

Let’s address that first part of the definition. Scientists form hypotheses, or predictions about some possible future observations. Then, they collect data, or information (think of this as making those future observations). They do their best to make unbiased observations using reliable techniques that have been verified by others. Then, and only then, they draw a conclusion about what those observations mean. Oh, and do not forget the most important part. “Conclusion” is probably not the most appropriate word because this conclusion is only tentative. A scientist is always prepared that someone else might come along and produce new observations that would require a new conclusion be drawn. Wow! If you like to be right, you could do a lot worse than using a process like this.

A Critical Thinker’s Toolkit 

Now for the second part of the definition. Good critical thinkers (and scientists) rely on a variety of tools to evaluate information. Perhaps the most recognizable tool for critical thinking is  skepticism (and this term provides the clearest link to the thinking like a scientist definition, as you are about to see). Some people intend it as an insult when they call someone a skeptic. But if someone calls you a skeptic, if they are using the term correctly, you should consider it a great compliment. Simply put, skepticism is a way of thinking in which you refrain from drawing a conclusion or changing your mind until good evidence has been provided. People from Missouri should recognize this principle, as Missouri is known as the Show-Me State. As a skeptic, you are not inclined to believe something just because someone said so, because someone else believes it, or because it sounds reasonable. You must be persuaded by high quality evidence.

Of course, if that evidence is produced, you have a responsibility as a skeptic to change your belief. Failure to change a belief in the face of good evidence is not skepticism; skepticism has open mindedness at its core. M. Neil Browne and Stuart Keeley (2018) use the term weak sense critical thinking to describe critical thinking behaviors that are used only to strengthen a prior belief. Strong sense critical thinking, on the other hand, has as its goal reaching the best conclusion. Sometimes that means strengthening your prior belief, but sometimes it means changing your belief to accommodate the better evidence.

Many times, a failure to think critically or weak sense critical thinking is related to a  bias , an inclination, tendency, leaning, or prejudice. Everybody has biases, but many people are unaware of them. Awareness of your own biases gives you the opportunity to control or counteract them. Unfortunately, however, many people are happy to let their biases creep into their attempts to persuade others; indeed, it is a key part of their persuasive strategy. To see how these biases influence messages, just look at the different descriptions and explanations of the same events given by people of different ages or income brackets, or conservative versus liberal commentators, or by commentators from different parts of the world. Of course, to be successful, these people who are consciously using their biases must disguise them. Even undisguised biases can be difficult to identify, so disguised ones can be nearly impossible.

Here are some common sources of biases:

  • Personal values and beliefs.  Some people believe that human beings are basically driven to seek power and that they are typically in competition with one another over scarce resources. These beliefs are similar to the world-view that political scientists call “realism.” Other people believe that human beings prefer to cooperate and that, given the chance, they will do so. These beliefs are similar to the world-view known as “idealism.” For many people, these deeply held beliefs can influence, or bias, their interpretations of such wide ranging situations as the behavior of nations and their leaders or the behavior of the driver in the car ahead of you. For example, if your worldview is that people are typically in competition and someone cuts you off on the highway, you may assume that the driver did it purposely to get ahead of you. Other types of beliefs about the way the world is or the way the world should be, for example, political beliefs, can similarly become a significant source of bias.
  • Racism, sexism, ageism and other forms of prejudice and bigotry.  These are, sadly, a common source of bias in many people. They are essentially a special kind of “belief about the way the world is.” These beliefs—for example, that women do not make effective leaders—lead people to ignore contradictory evidence (examples of effective women leaders, or research that disputes the belief) and to interpret ambiguous evidence in a way consistent with the belief.
  • Self-interest.  When particular people benefit from things turning out a certain way, they can sometimes be very susceptible to letting that interest bias them. For example, a company that will earn a profit if they sell their product may have a bias in the way that they give information about their product. A union that will benefit if its members get a generous contract might have a bias in the way it presents information about salaries at competing organizations. (Note that our inclusion of examples describing both companies and unions is an explicit attempt to control for our own personal biases). Home buyers are often dismayed to discover that they purchased their dream house from someone whose self-interest led them to lie about flooding problems in the basement or back yard. This principle, the biasing power of self-interest, is likely what led to the famous phrase  Caveat Emptor  (let the buyer beware) .  

Knowing that these types of biases exist will help you evaluate evidence more critically. Do not forget, though, that people are not always keen to let you discover the sources of biases in their arguments. For example, companies or political organizations can sometimes disguise their support of a research study by contracting with a university professor, who comes complete with a seemingly unbiased institutional affiliation, to conduct the study.

People’s biases, conscious or unconscious, can lead them to make omissions, distortions, and assumptions that undermine our ability to correctly evaluate evidence. It is essential that you look for these elements. Always ask, what is missing, what is not as it appears, and what is being assumed here? For example, consider this (fictional) chart from an ad reporting customer satisfaction at 4 local health clubs.

explain reasoning and problem solving in hci

Clearly, from the results of the chart, one would be tempted to give Club C a try, as customer satisfaction is much higher than for the other 3 clubs.

There are so many distortions and omissions in this chart, however, that it is actually quite meaningless. First, how was satisfaction measured? Do the bars represent responses to a survey? If so, how were the questions asked? Most importantly, where is the missing scale for the chart? Although the differences look quite large, are they really?

Well, here is the same chart, with a different scale, this time labeled:

explain reasoning and problem solving in hci

Club C is not so impressive any more, is it? In fact, all of the health clubs have customer satisfaction ratings (whatever that means) between 85% and 88%. In the first chart, the entire scale of the graph included only the percentages between 83 and 89. This “judicious” choice of scale—some would call it a distortion—and omission of that scale from the chart make the tiny differences among the clubs seem important, however.

Also, in order to be a critical thinker, you need to learn to pay attention to the assumptions that underlie a message. Let us briefly illustrate the role of assumptions by touching on some people’s beliefs about the criminal justice system in the US. Some believe that a major problem with our judicial system is that many criminals go free because of legal technicalities. Others believe that a major problem is that many innocent people are convicted of crimes. The simple fact is, both types of errors occur. A person’s conclusion about which flaw in our judicial system is the greater tragedy is based on an assumption about which of these is the more serious error (letting the guilty go free or convicting the innocent). This type of assumption is called a value assumption (Browne and Keeley, 2018). It reflects the differences in values that people develop, differences that may lead us to disregard valid evidence that does not fit in with our particular values.

Oh, by the way, some students probably noticed this, but the seven tips for evaluating information that we shared in Module 1 are related to this. Actually, they are part of this section. The tips are, to a very large degree, set of ideas you can use to help you identify biases, distortions, omissions, and assumptions. If you do not remember this section, we strongly recommend you take a few minutes to review it.

skepticism :  a way of thinking in which you refrain from drawing a conclusion or changing your mind until good evidence has been provided

bias : an inclination, tendency, leaning, or prejudice

  • Which of your beliefs (or disbeliefs) from the Activate exercise for this section were derived from a process of critical thinking? If some of your beliefs were not based on critical thinking, are you willing to reassess these beliefs? If the answer is no, why do you think that is? If the answer is yes, what concrete steps will you take?

7.2 Reasoning and Judgment

  • What percentage of kidnappings are committed by strangers?
  • Which area of the house is riskiest: kitchen, bathroom, or stairs?
  • What is the most common cancer in the US?
  • What percentage of workplace homicides are committed by co-workers?

An essential set of procedural thinking skills is  reasoning , the ability to generate and evaluate solid conclusions from a set of statements or evidence. You should note that these conclusions (when they are generated instead of being evaluated) are one key type of inference that we described in Section 7.1. There are two main types of reasoning, deductive and inductive.

Deductive reasoning

Suppose your teacher tells you that if you get an A on the final exam in a course, you will get an A for the whole course. Then, you get an A on the final exam. What will your final course grade be? Most people can see instantly that you can conclude with certainty that you will get an A for the course. This is a type of reasoning called  deductive reasoning , which is defined as reasoning in which a conclusion is guaranteed to be true as long as the statements leading to it are true. The three statements can be listed as an  argument , with two beginning statements and a conclusion:

Statement 1: If you get an A on the final exam, you will get an A for the course

Statement 2: You get an A on the final exam

Conclusion: You will get an A for the course

This particular arrangement, in which true beginning statements lead to a guaranteed true conclusion, is known as a  deductively valid argument . Although deductive reasoning is often the subject of abstract, brain-teasing, puzzle-like word problems, it is actually an extremely important type of everyday reasoning. It is just hard to recognize sometimes. For example, imagine that you are looking for your car keys and you realize that they are either in the kitchen drawer or in your book bag. After looking in the kitchen drawer, you instantly know that they must be in your book bag. That conclusion results from a simple deductive reasoning argument. In addition, solid deductive reasoning skills are necessary for you to succeed in the sciences, philosophy, math, computer programming, and any endeavor involving the use of logic to persuade others to your point of view or to evaluate others’ arguments.

Cognitive psychologists, and before them philosophers, have been quite interested in deductive reasoning, not so much for its practical applications, but for the insights it can offer them about the ways that human beings think. One of the early ideas to emerge from the examination of deductive reasoning is that people learn (or develop) mental versions of rules that allow them to solve these types of reasoning problems (Braine, 1978; Braine, Reiser, & Rumain, 1984). The best way to see this point of view is to realize that there are different possible rules, and some of them are very simple. For example, consider this rule of logic:

therefore q

Logical rules are often presented abstractly, as letters, in order to imply that they can be used in very many specific situations. Here is a concrete version of the of the same rule:

I’ll either have pizza or a hamburger for dinner tonight (p or q)

I won’t have pizza (not p)

Therefore, I’ll have a hamburger (therefore q)

This kind of reasoning seems so natural, so easy, that it is quite plausible that we would use a version of this rule in our daily lives. At least, it seems more plausible than some of the alternative possibilities—for example, that we need to have experience with the specific situation (pizza or hamburger, in this case) in order to solve this type of problem easily. So perhaps there is a form of natural logic (Rips, 1990) that contains very simple versions of logical rules. When we are faced with a reasoning problem that maps onto one of these rules, we use the rule.

But be very careful; things are not always as easy as they seem. Even these simple rules are not so simple. For example, consider the following rule. Many people fail to realize that this rule is just as valid as the pizza or hamburger rule above.

if p, then q

therefore, not p

Concrete version:

If I eat dinner, then I will have dessert

I did not have dessert

Therefore, I did not eat dinner

The simple fact is, it can be very difficult for people to apply rules of deductive logic correctly; as a result, they make many errors when trying to do so. Is this a deductively valid argument or not?

Students who like school study a lot

Students who study a lot get good grades

Jane does not like school

Therefore, Jane does not get good grades

Many people are surprised to discover that this is not a logically valid argument; the conclusion is not guaranteed to be true from the beginning statements. Although the first statement says that students who like school study a lot, it does NOT say that students who do not like school do not study a lot. In other words, it may very well be possible to study a lot without liking school. Even people who sometimes get problems like this right might not be using the rules of deductive reasoning. Instead, they might just be making judgments for examples they know, in this case, remembering instances of people who get good grades despite not liking school.

Making deductive reasoning even more difficult is the fact that there are two important properties that an argument may have. One, it can be valid or invalid (meaning that the conclusion does or does not follow logically from the statements leading up to it). Two, an argument (or more correctly, its conclusion) can be true or false. Here is an example of an argument that is logically valid, but has a false conclusion (at least we think it is false).

Either you are eleven feet tall or the Grand Canyon was created by a spaceship crashing into the earth.

You are not eleven feet tall

Therefore the Grand Canyon was created by a spaceship crashing into the earth

This argument has the exact same form as the pizza or hamburger argument above, making it is deductively valid. The conclusion is so false, however, that it is absurd (of course, the reason the conclusion is false is that the first statement is false). When people are judging arguments, they tend to not observe the difference between deductive validity and the empirical truth of statements or conclusions. If the elements of an argument happen to be true, people are likely to judge the argument logically valid; if the elements are false, they will very likely judge it invalid (Markovits & Bouffard-Bouchard, 1992; Moshman & Franks, 1986). Thus, it seems a stretch to say that people are using these logical rules to judge the validity of arguments. Many psychologists believe that most people actually have very limited deductive reasoning skills (Johnson-Laird, 1999). They argue that when faced with a problem for which deductive logic is required, people resort to some simpler technique, such as matching terms that appear in the statements and the conclusion (Evans, 1982). This might not seem like a problem, but what if reasoners believe that the elements are true and they happen to be wrong; they will would believe that they are using a form of reasoning that guarantees they are correct and yet be wrong.

deductive reasoning :  a type of reasoning in which the conclusion is guaranteed to be true any time the statements leading up to it are true

argument :  a set of statements in which the beginning statements lead to a conclusion

deductively valid argument :  an argument for which true beginning statements guarantee that the conclusion is true

Inductive reasoning and judgment

Every day, you make many judgments about the likelihood of one thing or another. Whether you realize it or not, you are practicing  inductive reasoning   on a daily basis. In inductive reasoning arguments, a conclusion is likely whenever the statements preceding it are true. The first thing to notice about inductive reasoning is that, by definition, you can never be sure about your conclusion; you can only estimate how likely the conclusion is. Inductive reasoning may lead you to focus on Memory Encoding and Recoding when you study for the exam, but it is possible the instructor will ask more questions about Memory Retrieval instead. Unlike deductive reasoning, the conclusions you reach through inductive reasoning are only probable, not certain. That is why scientists consider inductive reasoning weaker than deductive reasoning. But imagine how hard it would be for us to function if we could not act unless we were certain about the outcome.

Inductive reasoning can be represented as logical arguments consisting of statements and a conclusion, just as deductive reasoning can be. In an inductive argument, you are given some statements and a conclusion (or you are given some statements and must draw a conclusion). An argument is  inductively strong   if the conclusion would be very probable whenever the statements are true. So, for example, here is an inductively strong argument:

  • Statement #1: The forecaster on Channel 2 said it is going to rain today.
  • Statement #2: The forecaster on Channel 5 said it is going to rain today.
  • Statement #3: It is very cloudy and humid.
  • Statement #4: You just heard thunder.
  • Conclusion (or judgment): It is going to rain today.

Think of the statements as evidence, on the basis of which you will draw a conclusion. So, based on the evidence presented in the four statements, it is very likely that it will rain today. Will it definitely rain today? Certainly not. We can all think of times that the weather forecaster was wrong.

A true story: Some years ago psychology student was watching a baseball playoff game between the St. Louis Cardinals and the Los Angeles Dodgers. A graphic on the screen had just informed the audience that the Cardinal at bat, (Hall of Fame shortstop) Ozzie Smith, a switch hitter batting left-handed for this plate appearance, had never, in nearly 3000 career at-bats, hit a home run left-handed. The student, who had just learned about inductive reasoning in his psychology class, turned to his companion (a Cardinals fan) and smugly said, “It is an inductively strong argument that Ozzie Smith will not hit a home run.” He turned back to face the television just in time to watch the ball sail over the right field fence for a home run. Although the student felt foolish at the time, he was not wrong. It was an inductively strong argument; 3000 at-bats is an awful lot of evidence suggesting that the Wizard of Ozz (as he was known) would not be hitting one out of the park (think of each at-bat without a home run as a statement in an inductive argument). Sadly (for the die-hard Cubs fan and Cardinals-hating student), despite the strength of the argument, the conclusion was wrong.

Given the possibility that we might draw an incorrect conclusion even with an inductively strong argument, we really want to be sure that we do, in fact, make inductively strong arguments. If we judge something probable, it had better be probable. If we judge something nearly impossible, it had better not happen. Think of inductive reasoning, then, as making reasonably accurate judgments of the probability of some conclusion given a set of evidence.

We base many decisions in our lives on inductive reasoning. For example:

Statement #1: Psychology is not my best subject

Statement #2: My psychology instructor has a reputation for giving difficult exams

Statement #3: My first psychology exam was much harder than I expected

Judgment: The next exam will probably be very difficult.

Decision: I will study tonight instead of watching Netflix.

Some other examples of judgments that people commonly make in a school context include judgments of the likelihood that:

  • A particular class will be interesting/useful/difficult
  • You will be able to finish writing a paper by next week if you go out tonight
  • Your laptop’s battery will last through the next trip to the library
  • You will not miss anything important if you skip class tomorrow
  • Your instructor will not notice if you skip class tomorrow
  • You will be able to find a book that you will need for a paper
  • There will be an essay question about Memory Encoding on the next exam

Tversky and Kahneman (1983) recognized that there are two general ways that we might make these judgments; they termed them extensional (i.e., following the laws of probability) and intuitive (i.e., using shortcuts or heuristics, see below). We will use a similar distinction between Type 1 and Type 2 thinking, as described by Keith Stanovich and his colleagues (Evans and Stanovich, 2013; Stanovich and West, 2000). Type 1 thinking is fast, automatic, effortful, and emotional. In fact, it is hardly fair to call it reasoning at all, as judgments just seem to pop into one’s head. Type 2 thinking , on the other hand, is slow, effortful, and logical. So obviously, it is more likely to lead to a correct judgment, or an optimal decision. The problem is, we tend to over-rely on Type 1. Now, we are not saying that Type 2 is the right way to go for every decision or judgment we make. It seems a bit much, for example, to engage in a step-by-step logical reasoning procedure to decide whether we will have chicken or fish for dinner tonight.

Many bad decisions in some very important contexts, however, can be traced back to poor judgments of the likelihood of certain risks or outcomes that result from the use of Type 1 when a more logical reasoning process would have been more appropriate. For example:

Statement #1: It is late at night.

Statement #2: Albert has been drinking beer for the past five hours at a party.

Statement #3: Albert is not exactly sure where he is or how far away home is.

Judgment: Albert will have no difficulty walking home.

Decision: He walks home alone.

As you can see in this example, the three statements backing up the judgment do not really support it. In other words, this argument is not inductively strong because it is based on judgments that ignore the laws of probability. What are the chances that someone facing these conditions will be able to walk home alone easily? And one need not be drunk to make poor decisions based on judgments that just pop into our heads.

The truth is that many of our probability judgments do not come very close to what the laws of probability say they should be. Think about it. In order for us to reason in accordance with these laws, we would need to know the laws of probability, which would allow us to calculate the relationship between particular pieces of evidence and the probability of some outcome (i.e., how much likelihood should change given a piece of evidence), and we would have to do these heavy math calculations in our heads. After all, that is what Type 2 requires. Needless to say, even if we were motivated, we often do not even know how to apply Type 2 reasoning in many cases.

So what do we do when we don’t have the knowledge, skills, or time required to make the correct mathematical judgment? Do we hold off and wait until we can get better evidence? Do we read up on probability and fire up our calculator app so we can compute the correct probability? Of course not. We rely on Type 1 thinking. We “wing it.” That is, we come up with a likelihood estimate using some means at our disposal. Psychologists use the term heuristic to describe the type of “winging it” we are talking about. A  heuristic   is a shortcut strategy that we use to make some judgment or solve some problem (see Section 7.3). Heuristics are easy and quick, think of them as the basic procedures that are characteristic of Type 1.  They can absolutely lead to reasonably good judgments and decisions in some situations (like choosing between chicken and fish for dinner). They are, however, far from foolproof. There are, in fact, quite a lot of situations in which heuristics can lead us to make incorrect judgments, and in many cases the decisions based on those judgments can have serious consequences.

Let us return to the activity that begins this section. You were asked to judge the likelihood (or frequency) of certain events and risks. You were free to come up with your own evidence (or statements) to make these judgments. This is where a heuristic crops up. As a judgment shortcut, we tend to generate specific examples of those very events to help us decide their likelihood or frequency. For example, if we are asked to judge how common, frequent, or likely a particular type of cancer is, many of our statements would be examples of specific cancer cases:

Statement #1: Andy Kaufman (comedian) had lung cancer.

Statement #2: Colin Powell (US Secretary of State) had prostate cancer.

Statement #3: Bob Marley (musician) had skin and brain cancer

Statement #4: Sandra Day O’Connor (Supreme Court Justice) had breast cancer.

Statement #5: Fred Rogers (children’s entertainer) had stomach cancer.

Statement #6: Robin Roberts (news anchor) had breast cancer.

Statement #7: Bette Davis (actress) had breast cancer.

Judgment: Breast cancer is the most common type.

Your own experience or memory may also tell you that breast cancer is the most common type. But it is not (although it is common). Actually, skin cancer is the most common type in the US. We make the same types of misjudgments all the time because we do not generate the examples or evidence according to their actual frequencies or probabilities. Instead, we have a tendency (or bias) to search for the examples in memory; if they are easy to retrieve, we assume that they are common. To rephrase this in the language of the heuristic, events seem more likely to the extent that they are available to memory. This bias has been termed the  availability heuristic   (Kahneman and Tversky, 1974).

The fact that we use the availability heuristic does not automatically mean that our judgment is wrong. The reason we use heuristics in the first place is that they work fairly well in many cases (and, of course that they are easy to use). So, the easiest examples to think of sometimes are the most common ones. Is it more likely that a member of the U.S. Senate is a man or a woman? Most people have a much easier time generating examples of male senators. And as it turns out, the U.S. Senate has many more men than women (74 to 26 in 2020). In this case, then, the availability heuristic would lead you to make the correct judgment; it is far more likely that a senator would be a man.

In many other cases, however, the availability heuristic will lead us astray. This is because events can be memorable for many reasons other than their frequency. Section 5.2, Encoding Meaning, suggested that one good way to encode the meaning of some information is to form a mental image of it. Thus, information that has been pictured mentally will be more available to memory. Indeed, an event that is vivid and easily pictured will trick many people into supposing that type of event is more common than it actually is. Repetition of information will also make it more memorable. So, if the same event is described to you in a magazine, on the evening news, on a podcast that you listen to, and in your Facebook feed; it will be very available to memory. Again, the availability heuristic will cause you to misperceive the frequency of these types of events.

Most interestingly, information that is unusual is more memorable. Suppose we give you the following list of words to remember: box, flower, letter, platypus, oven, boat, newspaper, purse, drum, car. Very likely, the easiest word to remember would be platypus, the unusual one. The same thing occurs with memories of events. An event may be available to memory because it is unusual, yet the availability heuristic leads us to judge that the event is common. Did you catch that? In these cases, the availability heuristic makes us think the exact opposite of the true frequency. We end up thinking something is common because it is unusual (and therefore memorable). Yikes.

The misapplication of the availability heuristic sometimes has unfortunate results. For example, if you went to K-12 school in the US over the past 10 years, it is extremely likely that you have participated in lockdown and active shooter drills. Of course, everyone is trying to prevent the tragedy of another school shooting. And believe us, we are not trying to minimize how terrible the tragedy is. But the truth of the matter is, school shootings are extremely rare. Because the federal government does not keep a database of school shootings, the Washington Post has maintained their own running tally. Between 1999 and January 2020 (the date of the most recent school shooting with a death in the US at of the time this paragraph was written), the Post reported a total of 254 people died in school shootings in the US. Not 254 per year, 254 total. That is an average of 12 per year. Of course, that is 254 people who should not have died (particularly because many were children), but in a country with approximately 60,000,000 students and teachers, this is a very small risk.

But many students and teachers are terrified that they will be victims of school shootings because of the availability heuristic. It is so easy to think of examples (they are very available to memory) that people believe the event is very common. It is not. And there is a downside to this. We happen to believe that there is an enormous gun violence problem in the United States. According the the Centers for Disease Control and Prevention, there were 39,773 firearm deaths in the US in 2017. Fifteen of those deaths were in school shootings, according to the Post. 60% of those deaths were suicides. When people pay attention to the school shooting risk (low), they often fail to notice the much larger risk.

And examples like this are by no means unique. The authors of this book have been teaching psychology since the 1990’s. We have been able to make the exact same arguments about the misapplication of the availability heuristics and keep them current by simply swapping out for the “fear of the day.” In the 1990’s it was children being kidnapped by strangers (it was known as “stranger danger”) despite the facts that kidnappings accounted for only 2% of the violent crimes committed against children, and only 24% of kidnappings are committed by strangers (US Department of Justice, 2007). This fear overlapped with the fear of terrorism that gripped the country after the 2001 terrorist attacks on the World Trade Center and US Pentagon and still plagues the population of the US somewhat in 2020. After a well-publicized, sensational act of violence, people are extremely likely to increase their estimates of the chances that they, too, will be victims of terror. Think about the reality, however. In October of 2001, a terrorist mailed anthrax spores to members of the US government and a number of media companies. A total of five people died as a result of this attack. The nation was nearly paralyzed by the fear of dying from the attack; in reality the probability of an individual person dying was 0.00000002.

The availability heuristic can lead you to make incorrect judgments in a school setting as well. For example, suppose you are trying to decide if you should take a class from a particular math professor. You might try to make a judgment of how good a teacher she is by recalling instances of friends and acquaintances making comments about her teaching skill. You may have some examples that suggest that she is a poor teacher very available to memory, so on the basis of the availability heuristic you judge her a poor teacher and decide to take the class from someone else. What if, however, the instances you recalled were all from the same person, and this person happens to be a very colorful storyteller? The subsequent ease of remembering the instances might not indicate that the professor is a poor teacher after all.

Although the availability heuristic is obviously important, it is not the only judgment heuristic we use. Amos Tversky and Daniel Kahneman examined the role of heuristics in inductive reasoning in a long series of studies. Kahneman received a Nobel Prize in Economics for this research in 2002, and Tversky would have certainly received one as well if he had not died of melanoma at age 59 in 1996 (Nobel Prizes are not awarded posthumously). Kahneman and Tversky demonstrated repeatedly that people do not reason in ways that are consistent with the laws of probability. They identified several heuristic strategies that people use instead to make judgments about likelihood. The importance of this work for economics (and the reason that Kahneman was awarded the Nobel Prize) is that earlier economic theories had assumed that people do make judgments rationally, that is, in agreement with the laws of probability.

Another common heuristic that people use for making judgments is the  representativeness heuristic (Kahneman & Tversky 1973). Suppose we describe a person to you. He is quiet and shy, has an unassuming personality, and likes to work with numbers. Is this person more likely to be an accountant or an attorney? If you said accountant, you were probably using the representativeness heuristic. Our imaginary person is judged likely to be an accountant because he resembles, or is representative of the concept of, an accountant. When research participants are asked to make judgments such as these, the only thing that seems to matter is the representativeness of the description. For example, if told that the person described is in a room that contains 70 attorneys and 30 accountants, participants will still assume that he is an accountant.

inductive reasoning :  a type of reasoning in which we make judgments about likelihood from sets of evidence

inductively strong argument :  an inductive argument in which the beginning statements lead to a conclusion that is probably true

heuristic :  a shortcut strategy that we use to make judgments and solve problems. Although they are easy to use, they do not guarantee correct judgments and solutions

availability heuristic :  judging the frequency or likelihood of some event type according to how easily examples of the event can be called to mind (i.e., how available they are to memory)

representativeness heuristic:   judging the likelihood that something is a member of a category on the basis of how much it resembles a typical category member (i.e., how representative it is of the category)

Type 1 thinking : fast, automatic, and emotional thinking.

Type 2 thinking : slow, effortful, and logical thinking.

  • What percentage of workplace homicides are co-worker violence?

Many people get these questions wrong. The answers are 10%; stairs; skin; 6%. How close were your answers? Explain how the availability heuristic might have led you to make the incorrect judgments.

  • Can you think of some other judgments that you have made (or beliefs that you have) that might have been influenced by the availability heuristic?

7.3 Problem Solving

  • Please take a few minutes to list a number of problems that you are facing right now.
  • Now write about a problem that you recently solved.
  • What is your definition of a problem?

Mary has a problem. Her daughter, ordinarily quite eager to please, appears to delight in being the last person to do anything. Whether getting ready for school, going to piano lessons or karate class, or even going out with her friends, she seems unwilling or unable to get ready on time. Other people have different kinds of problems. For example, many students work at jobs, have numerous family commitments, and are facing a course schedule full of difficult exams, assignments, papers, and speeches. How can they find enough time to devote to their studies and still fulfill their other obligations? Speaking of students and their problems: Show that a ball thrown vertically upward with initial velocity v0 takes twice as much time to return as to reach the highest point (from Spiegel, 1981).

These are three very different situations, but we have called them all problems. What makes them all the same, despite the differences? A psychologist might define a  problem   as a situation with an initial state, a goal state, and a set of possible intermediate states. Somewhat more meaningfully, we might consider a problem a situation in which you are in here one state (e.g., daughter is always late), you want to be there in another state (e.g., daughter is not always late), and with no obvious way to get from here to there. Defined this way, each of the three situations we outlined can now be seen as an example of the same general concept, a problem. At this point, you might begin to wonder what is not a problem, given such a general definition. It seems that nearly every non-routine task we engage in could qualify as a problem. As long as you realize that problems are not necessarily bad (it can be quite fun and satisfying to rise to the challenge and solve a problem), this may be a useful way to think about it.

Can we identify a set of problem-solving skills that would apply to these very different kinds of situations? That task, in a nutshell, is a major goal of this section. Let us try to begin to make sense of the wide variety of ways that problems can be solved with an important observation: the process of solving problems can be divided into two key parts. First, people have to notice, comprehend, and represent the problem properly in their minds (called  problem representation ). Second, they have to apply some kind of solution strategy to the problem. Psychologists have studied both of these key parts of the process in detail.

When you first think about the problem-solving process, you might guess that most of our difficulties would occur because we are failing in the second step, the application of strategies. Although this can be a significant difficulty much of the time, the more important source of difficulty is probably problem representation. In short, we often fail to solve a problem because we are looking at it, or thinking about it, the wrong way.

problem :  a situation in which we are in an initial state, have a desired goal state, and there is a number of possible intermediate states (i.e., there is no obvious way to get from the initial to the goal state)

problem representation :  noticing, comprehending and forming a mental conception of a problem

Defining and Mentally Representing Problems in Order to Solve Them

So, the main obstacle to solving a problem is that we do not clearly understand exactly what the problem is. Recall the problem with Mary’s daughter always being late. One way to represent, or to think about, this problem is that she is being defiant. She refuses to get ready in time. This type of representation or definition suggests a particular type of solution. Another way to think about the problem, however, is to consider the possibility that she is simply being sidetracked by interesting diversions. This different conception of what the problem is (i.e., different representation) suggests a very different solution strategy. For example, if Mary defines the problem as defiance, she may be tempted to solve the problem using some kind of coercive tactics, that is, to assert her authority as her mother and force her to listen. On the other hand, if Mary defines the problem as distraction, she may try to solve it by simply removing the distracting objects.

As you might guess, when a problem is represented one way, the solution may seem very difficult, or even impossible. Seen another way, the solution might be very easy. For example, consider the following problem (from Nasar, 1998):

Two bicyclists start 20 miles apart and head toward each other, each going at a steady rate of 10 miles per hour. At the same time, a fly that travels at a steady 15 miles per hour starts from the front wheel of the southbound bicycle and flies to the front wheel of the northbound one, then turns around and flies to the front wheel of the southbound one again, and continues in this manner until he is crushed between the two front wheels. Question: what total distance did the fly cover?

Please take a few minutes to try to solve this problem.

Most people represent this problem as a question about a fly because, well, that is how the question is asked. The solution, using this representation, is to figure out how far the fly travels on the first leg of its journey, then add this total to how far it travels on the second leg of its journey (when it turns around and returns to the first bicycle), then continue to add the smaller distance from each leg of the journey until you converge on the correct answer. You would have to be quite skilled at math to solve this problem, and you would probably need some time and pencil and paper to do it.

If you consider a different representation, however, you can solve this problem in your head. Instead of thinking about it as a question about a fly, think about it as a question about the bicycles. They are 20 miles apart, and each is traveling 10 miles per hour. How long will it take for the bicycles to reach each other? Right, one hour. The fly is traveling 15 miles per hour; therefore, it will travel a total of 15 miles back and forth in the hour before the bicycles meet. Represented one way (as a problem about a fly), the problem is quite difficult. Represented another way (as a problem about two bicycles), it is easy. Changing your representation of a problem is sometimes the best—sometimes the only—way to solve it.

Unfortunately, however, changing a problem’s representation is not the easiest thing in the world to do. Often, problem solvers get stuck looking at a problem one way. This is called  fixation . Most people who represent the preceding problem as a problem about a fly probably do not pause to reconsider, and consequently change, their representation. A parent who thinks her daughter is being defiant is unlikely to consider the possibility that her behavior is far less purposeful.

Problem-solving fixation was examined by a group of German psychologists called Gestalt psychologists during the 1930’s and 1940’s. Karl Dunker, for example, discovered an important type of failure to take a different perspective called  functional fixedness . Imagine being a participant in one of his experiments. You are asked to figure out how to mount two candles on a door and are given an assortment of odds and ends, including a small empty cardboard box and some thumbtacks. Perhaps you have already figured out a solution: tack the box to the door so it forms a platform, then put the candles on top of the box. Most people are able to arrive at this solution. Imagine a slight variation of the procedure, however. What if, instead of being empty, the box had matches in it? Most people given this version of the problem do not arrive at the solution given above. Why? Because it seems to people that when the box contains matches, it already has a function; it is a matchbox. People are unlikely to consider a new function for an object that already has a function. This is functional fixedness.

Mental set is a type of fixation in which the problem solver gets stuck using the same solution strategy that has been successful in the past, even though the solution may no longer be useful. It is commonly seen when students do math problems for homework. Often, several problems in a row require the reapplication of the same solution strategy. Then, without warning, the next problem in the set requires a new strategy. Many students attempt to apply the formerly successful strategy on the new problem and therefore cannot come up with a correct answer.

The thing to remember is that you cannot solve a problem unless you correctly identify what it is to begin with (initial state) and what you want the end result to be (goal state). That may mean looking at the problem from a different angle and representing it in a new way. The correct representation does not guarantee a successful solution, but it certainly puts you on the right track.

A bit more optimistically, the Gestalt psychologists discovered what may be considered the opposite of fixation, namely  insight . Sometimes the solution to a problem just seems to pop into your head. Wolfgang Kohler examined insight by posing many different problems to chimpanzees, principally problems pertaining to their acquisition of out-of-reach food. In one version, a banana was placed outside of a chimpanzee’s cage and a short stick inside the cage. The stick was too short to retrieve the banana, but was long enough to retrieve a longer stick also located outside of the cage. This second stick was long enough to retrieve the banana. After trying, and failing, to reach the banana with the shorter stick, the chimpanzee would try a couple of random-seeming attempts, react with some apparent frustration or anger, then suddenly rush to the longer stick, the correct solution fully realized at this point. This sudden appearance of the solution, observed many times with many different problems, was termed insight by Kohler.

Lest you think it pertains to chimpanzees only, Karl Dunker demonstrated that children also solve problems through insight in the 1930s. More importantly, you have probably experienced insight yourself. Think back to a time when you were trying to solve a difficult problem. After struggling for a while, you gave up. Hours later, the solution just popped into your head, perhaps when you were taking a walk, eating dinner, or lying in bed.

fixation :  when a problem solver gets stuck looking at a problem a particular way and cannot change his or her representation of it (or his or her intended solution strategy)

functional fixedness :  a specific type of fixation in which a problem solver cannot think of a new use for an object that already has a function

mental set :  a specific type of fixation in which a problem solver gets stuck using the same solution strategy that has been successful in the past

insight :  a sudden realization of a solution to a problem

Solving Problems by Trial and Error

Correctly identifying the problem and your goal for a solution is a good start, but recall the psychologist’s definition of a problem: it includes a set of possible intermediate states. Viewed this way, a problem can be solved satisfactorily only if one can find a path through some of these intermediate states to the goal. Imagine a fairly routine problem, finding a new route to school when your ordinary route is blocked (by road construction, for example). At each intersection, you may turn left, turn right, or go straight. A satisfactory solution to the problem (of getting to school) is a sequence of selections at each intersection that allows you to wind up at school.

If you had all the time in the world to get to school, you might try choosing intermediate states randomly. At one corner you turn left, the next you go straight, then you go left again, then right, then right, then straight. Unfortunately, trial and error will not necessarily get you where you want to go, and even if it does, it is not the fastest way to get there. For example, when a friend of ours was in college, he got lost on the way to a concert and attempted to find the venue by choosing streets to turn onto randomly (this was long before the use of GPS). Amazingly enough, the strategy worked, although he did end up missing two out of the three bands who played that night.

Trial and error is not all bad, however. B.F. Skinner, a prominent behaviorist psychologist, suggested that people often behave randomly in order to see what effect the behavior has on the environment and what subsequent effect this environmental change has on them. This seems particularly true for the very young person. Picture a child filling a household’s fish tank with toilet paper, for example. To a child trying to develop a repertoire of creative problem-solving strategies, an odd and random behavior might be just the ticket. Eventually, the exasperated parent hopes, the child will discover that many of these random behaviors do not successfully solve problems; in fact, in many cases they create problems. Thus, one would expect a decrease in this random behavior as a child matures. You should realize, however, that the opposite extreme is equally counterproductive. If the children become too rigid, never trying something unexpected and new, their problem solving skills can become too limited.

Effective problem solving seems to call for a happy medium that strikes a balance between using well-founded old strategies and trying new ground and territory. The individual who recognizes a situation in which an old problem-solving strategy would work best, and who can also recognize a situation in which a new untested strategy is necessary is halfway to success.

Solving Problems with Algorithms and Heuristics

For many problems there is a possible strategy available that will guarantee a correct solution. For example, think about math problems. Math lessons often consist of step-by-step procedures that can be used to solve the problems. If you apply the strategy without error, you are guaranteed to arrive at the correct solution to the problem. This approach is called using an  algorithm , a term that denotes the step-by-step procedure that guarantees a correct solution. Because algorithms are sometimes available and come with a guarantee, you might think that most people use them frequently. Unfortunately, however, they do not. As the experience of many students who have struggled through math classes can attest, algorithms can be extremely difficult to use, even when the problem solver knows which algorithm is supposed to work in solving the problem. In problems outside of math class, we often do not even know if an algorithm is available. It is probably fair to say, then, that algorithms are rarely used when people try to solve problems.

Because algorithms are so difficult to use, people often pass up the opportunity to guarantee a correct solution in favor of a strategy that is much easier to use and yields a reasonable chance of coming up with a correct solution. These strategies are called  problem solving heuristics . Similar to what you saw in section 6.2 with reasoning heuristics, a problem solving heuristic is a shortcut strategy that people use when trying to solve problems. It usually works pretty well, but does not guarantee a correct solution to the problem. For example, one problem solving heuristic might be “always move toward the goal” (so when trying to get to school when your regular route is blocked, you would always turn in the direction you think the school is). A heuristic that people might use when doing math homework is “use the same solution strategy that you just used for the previous problem.”

By the way, we hope these last two paragraphs feel familiar to you. They seem to parallel a distinction that you recently learned. Indeed, algorithms and problem-solving heuristics are another example of the distinction between Type 1 thinking and Type 2 thinking.

Although it is probably not worth describing a large number of specific heuristics, two observations about heuristics are worth mentioning. First, heuristics can be very general or they can be very specific, pertaining to a particular type of problem only. For example, “always move toward the goal” is a general strategy that you can apply to countless problem situations. On the other hand, “when you are lost without a functioning gps, pick the most expensive car you can see and follow it” is specific to the problem of being lost. Second, all heuristics are not equally useful. One heuristic that many students know is “when in doubt, choose c for a question on a multiple-choice exam.” This is a dreadful strategy because many instructors intentionally randomize the order of answer choices. Another test-taking heuristic, somewhat more useful, is “look for the answer to one question somewhere else on the exam.”

You really should pay attention to the application of heuristics to test taking. Imagine that while reviewing your answers for a multiple-choice exam before turning it in, you come across a question for which you originally thought the answer was c. Upon reflection, you now think that the answer might be b. Should you change the answer to b, or should you stick with your first impression? Most people will apply the heuristic strategy to “stick with your first impression.” What they do not realize, of course, is that this is a very poor strategy (Lilienfeld et al, 2009). Most of the errors on exams come on questions that were answered wrong originally and were not changed (so they remain wrong). There are many fewer errors where we change a correct answer to an incorrect answer. And, of course, sometimes we change an incorrect answer to a correct answer. In fact, research has shown that it is more common to change a wrong answer to a right answer than vice versa (Bruno, 2001).

The belief in this poor test-taking strategy (stick with your first impression) is based on the  confirmation bias   (Nickerson, 1998; Wason, 1960). You first saw the confirmation bias in Module 1, but because it is so important, we will repeat the information here. People have a bias, or tendency, to notice information that confirms what they already believe. Somebody at one time told you to stick with your first impression, so when you look at the results of an exam you have taken, you will tend to notice the cases that are consistent with that belief. That is, you will notice the cases in which you originally had an answer correct and changed it to the wrong answer. You tend not to notice the other two important (and more common) cases, changing an answer from wrong to right, and leaving a wrong answer unchanged.

Because heuristics by definition do not guarantee a correct solution to a problem, mistakes are bound to occur when we employ them. A poor choice of a specific heuristic will lead to an even higher likelihood of making an error.

algorithm :  a step-by-step procedure that guarantees a correct solution to a problem

problem solving heuristic :  a shortcut strategy that we use to solve problems. Although they are easy to use, they do not guarantee correct judgments and solutions

confirmation bias :  people’s tendency to notice information that confirms what they already believe

An Effective Problem-Solving Sequence

You may be left with a big question: If algorithms are hard to use and heuristics often don’t work, how am I supposed to solve problems? Robert Sternberg (1996), as part of his theory of what makes people successfully intelligent (Module 8) described a problem-solving sequence that has been shown to work rather well:

  • Identify the existence of a problem.  In school, problem identification is often easy; problems that you encounter in math classes, for example, are conveniently labeled as problems for you. Outside of school, however, realizing that you have a problem is a key difficulty that you must get past in order to begin solving it. You must be very sensitive to the symptoms that indicate a problem.
  • Define the problem.  Suppose you realize that you have been having many headaches recently. Very likely, you would identify this as a problem. If you define the problem as “headaches,” the solution would probably be to take aspirin or ibuprofen or some other anti-inflammatory medication. If the headaches keep returning, however, you have not really solved the problem—likely because you have mistaken a symptom for the problem itself. Instead, you must find the root cause of the headaches. Stress might be the real problem. For you to successfully solve many problems it may be necessary for you to overcome your fixations and represent the problems differently. One specific strategy that you might find useful is to try to define the problem from someone else’s perspective. How would your parents, spouse, significant other, doctor, etc. define the problem? Somewhere in these different perspectives may lurk the key definition that will allow you to find an easier and permanent solution.
  • Formulate strategy.  Now it is time to begin planning exactly how the problem will be solved. Is there an algorithm or heuristic available for you to use? Remember, heuristics by their very nature guarantee that occasionally you will not be able to solve the problem. One point to keep in mind is that you should look for long-range solutions, which are more likely to address the root cause of a problem than short-range solutions.
  • Represent and organize information.  Similar to the way that the problem itself can be defined, or represented in multiple ways, information within the problem is open to different interpretations. Suppose you are studying for a big exam. You have chapters from a textbook and from a supplemental reader, along with lecture notes that all need to be studied. How should you (represent and) organize these materials? Should you separate them by type of material (text versus reader versus lecture notes), or should you separate them by topic? To solve problems effectively, you must learn to find the most useful representation and organization of information.
  • Allocate resources.  This is perhaps the simplest principle of the problem solving sequence, but it is extremely difficult for many people. First, you must decide whether time, money, skills, effort, goodwill, or some other resource would help to solve the problem Then, you must make the hard choice of deciding which resources to use, realizing that you cannot devote maximum resources to every problem. Very often, the solution to problem is simply to change how resources are allocated (for example, spending more time studying in order to improve grades).
  • Monitor and evaluate solutions.  Pay attention to the solution strategy while you are applying it. If it is not working, you may be able to select another strategy. Another fact you should realize about problem solving is that it never does end. Solving one problem frequently brings up new ones. Good monitoring and evaluation of your problem solutions can help you to anticipate and get a jump on solving the inevitable new problems that will arise.

Please note that this as  an  effective problem-solving sequence, not  the  effective problem solving sequence. Just as you can become fixated and end up representing the problem incorrectly or trying an inefficient solution, you can become stuck applying the problem-solving sequence in an inflexible way. Clearly there are problem situations that can be solved without using these skills in this order.

Additionally, many real-world problems may require that you go back and redefine a problem several times as the situation changes (Sternberg et al. 2000). For example, consider the problem with Mary’s daughter one last time. At first, Mary did represent the problem as one of defiance. When her early strategy of pleading and threatening punishment was unsuccessful, Mary began to observe her daughter more carefully. She noticed that, indeed, her daughter’s attention would be drawn by an irresistible distraction or book. Fresh with a re-representation of the problem, she began a new solution strategy. She began to remind her daughter every few minutes to stay on task and remind her that if she is ready before it is time to leave, she may return to the book or other distracting object at that time. Fortunately, this strategy was successful, so Mary did not have to go back and redefine the problem again.

Pick one or two of the problems that you listed when you first started studying this section and try to work out the steps of Sternberg’s problem solving sequence for each one.

a mental representation of a category of things in the world

an assumption about the truth of something that is not stated. Inferences come from our prior knowledge and experience, and from logical reasoning

knowledge about one’s own cognitive processes; thinking about your thinking

individuals who are less competent tend to overestimate their abilities more than individuals who are more competent do

Thinking like a scientist in your everyday life for the purpose of drawing correct conclusions. It entails skepticism; an ability to identify biases, distortions, omissions, and assumptions; and excellent deductive and inductive reasoning, and problem solving skills.

a way of thinking in which you refrain from drawing a conclusion or changing your mind until good evidence has been provided

an inclination, tendency, leaning, or prejudice

a type of reasoning in which the conclusion is guaranteed to be true any time the statements leading up to it are true

a set of statements in which the beginning statements lead to a conclusion

an argument for which true beginning statements guarantee that the conclusion is true

a type of reasoning in which we make judgments about likelihood from sets of evidence

an inductive argument in which the beginning statements lead to a conclusion that is probably true

fast, automatic, and emotional thinking

slow, effortful, and logical thinking

a shortcut strategy that we use to make judgments and solve problems. Although they are easy to use, they do not guarantee correct judgments and solutions

udging the frequency or likelihood of some event type according to how easily examples of the event can be called to mind (i.e., how available they are to memory)

judging the likelihood that something is a member of a category on the basis of how much it resembles a typical category member (i.e., how representative it is of the category)

a situation in which we are in an initial state, have a desired goal state, and there is a number of possible intermediate states (i.e., there is no obvious way to get from the initial to the goal state)

noticing, comprehending and forming a mental conception of a problem

when a problem solver gets stuck looking at a problem a particular way and cannot change his or her representation of it (or his or her intended solution strategy)

a specific type of fixation in which a problem solver cannot think of a new use for an object that already has a function

a specific type of fixation in which a problem solver gets stuck using the same solution strategy that has been successful in the past

a sudden realization of a solution to a problem

a step-by-step procedure that guarantees a correct solution to a problem

The tendency to notice and pay attention to information that confirms your prior beliefs and to ignore information that disconfirms them.

a shortcut strategy that we use to solve problems. Although they are easy to use, they do not guarantee correct judgments and solutions

Introduction to Psychology Copyright © 2020 by Ken Gray; Elizabeth Arnott-Hill; and Or'Shaundra Benson is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License , except where otherwise noted.

Share This Book

CMU at CHI 2024

May 12, 2024.

CHI 2024 logo with the theme Surfing the World May 11-16, 2024

Researchers from the Human-Computer Interaction Institute (HCII) and several other Carnegie Mellon University schools and disciplines contributed to more than 40 papers accepted to the 2024 CHI Conference on Human Factors in Computing Systems.

The Association of Computing Machinery (ACM) conference on computer human interaction, commonly referred to as “CHI” (pronounced “kai”) for short, will take place from May 11-16, 2024, in Honolulu, Hawaiʻi.

"The HCI Institute continues to do world-class research and we are delighted to showcase so much of our work at this conference,” said Brad Myers , HCII Geschke Director and Professor. “CHI encompasses the research of many of our faculty and students, and has historically been the premiere place to publish work in many areas of human-computer interaction. I'm looking forward to connecting with colleagues and our alumni at the conference."

We celebrate the following awards and research affiliated with Carnegie Mellon University authors at CHI 2024:

SIGCHI Awards Congratulations to the following 2024 SIGCHI awardees from the HCII:  

  • Jodi Forlizzi , the Herbert A. Simon Professor in Computer Science and HCII and associate dean for diversity, equity and inclusion in the School of Computer Science (SCS), received the 2024 Lifetime Research Award.
  • Amy Ogan , associate professor of learning sciences, received the 2024 Societal Impact Award.
  • HCII alumnus Karan Ahuja (SCS 2023) received a 2024 Outstanding Dissertation Award for his thesis, "Practical and Rich User Digitization" (pdf).

For more info, visit: Forlizzi, Ogan and Ahuja Receive 2024 SIGCHI Awards or the 2024 SIGCHI Awards announcement .

Special Event  A new book from Brad A. Myers explores the history, current and future design of interaction techniques. Myers will be hosting a book signing event on May 13 and teaching a short course on the subject (Course #C04: Interaction Techniques – History, Design and Evaluation) on May 14. Learn more: Myers Publishes Book on Interaction Techniques  

trophy icon representing a best paper award

Abstract:  Cryptocurrency wallets come in various forms, each with unique usability and security features. Through interviews with 24 users, we explore reasons for selecting wallets in different contexts. Participants opt for smart contract wallets to simplify key management, leveraging social interactions. However, they prefer personal devices over individuals as guardians to avoid social cybersecurity concerns in managing guardian relationships. When engaging in high-stakes or complex transactions, they often choose browser-based wallets, leveraging third-party security extensions. For simpler transactions, they prefer the convenience of mobile wallets. Many participants avoid hardware wallets due to usability issues and security concerns with respect to key recovery service provided by manufacturer and phishing attacks. Social networks play a dual role: participants seek security advice from friends, but also express security concerns in soliciting this help. We offer novel insights into how and why users adopt specific wallets. We also discuss design recommendations for future wallet technologies based on our findings.

  "If This Person is Suicidal, What Do I Do?": Designing Computational Approaches to Help Online Volunteers Respond to Suicidality     Logan Stapleton, Sunniva Liu, Cindy Liu, Irene Hong, Stevie Chancellor, Robert E Kraut , and Haiyi Zhu

Abstract:  Online platforms provide support for many kinds of distress, including suicidal thoughts and behaviors. However, because many platforms restrict suicidal talk, volunteers on these platforms struggle with how to help suicidal people who come for support. We interviewed 11 volunteer counselors in a large online support platform, including after they role-played conversations with varying severities of suicidality, to explore practices and challenges when identifying and responding to suicidality. We then presented Speed Dating design concepts around emotional preparation and support, real-time guidance, training, and suicide detection. Participants wanted more support and preparation for conversations with suicidal people, but were conflicted about AI-based technologies, including trade-offs between potential benefits of conversational agents for training and limitations of prediction or real-time response suggestions, due to the sensitive, context-dependent decisions that volunteers must make. Our work has important implications for nuanced considerations and design choices around developing digital mental health technologies.

"It's a Fair Game", or Is It? Examining How Users Navigate Disclosure Risks and Benefits When Using LLM-Based Conversational Agents      Zhiping Zhang, Michelle Jia , Hao-Ping (Hank) Lee , Bingsheng Yao, Sauvik Das , Ada Lerner, Dakuo Wang, Tianshi Li

Abstract:  The widespread use of Large Language Model (LLM)-based conversational agents (CAs), especially in high-stakes domains, raises many privacy concerns. Building ethical LLM-based CAs that respect user privacy requires an in-depth understanding of the privacy risks that concern users the most. However, existing research, primarily model-centered, does not provide insight into users' perspectives. To bridge this gap, we analyzed sensitive disclosures in real-world ChatGPT conversations and conducted semi-structured interviews with 19 LLM-based CA users. We found that users are constantly faced with trade-offs between privacy, utility, and convenience when using LLM-based CAs. However, users' erroneous mental models and the dark patterns in system design limited their awareness and comprehension of the privacy risks. Additionally, the human-like interactions encouraged more sensitive disclosures, which complicated users' ability to navigate the trade-offs. We discuss practical design guidelines and the needs for paradigm shifts to protect the privacy of LLM-based CA users.

"It's the only thing I can trust": Envisioning Large Language Model Use by Autistic Workers for Communication Assistance     JiWoong (Joon) Jang, Sanika Moharana, Patrick Carrington, and Andrew Begel

Abstract:  Autistic adults often experience stigma and discrimination at work, leading them to seek social communication support from coworkers, friends, and family despite emotional risks. Large language models (LLMs) are increasingly considered an alternative. In this work, we investigate the phenomenon of LLM use by autistic adults at work and explore opportunities and risks of LLMs as a source of social communication advice. We asked 11 autistic participants to present questions about their own workplace-related social difficulties to (1) a GPT-4-based chatbot and (2) a disguised human confederate. Our evaluation shows that participants strongly preferred LLM over confederate interactions. However, a coach specializing in supporting autistic job-seekers raised concerns that the LLM was dispensing questionable advice. We highlight how this divergence in participant and practitioner attitudes reflects existing schisms in HCI on the relative privileging of end-user wants versus normative good and propose design considerations for LLMs to center autistic experiences.

“The bus is nothing without us”: Making Visible the Labor of Bus Operators amid the Ongoing Push Towards Transit Automation"     Hunter Akridge , Bonnie Fan , Alice Xiaodi Tang , Chinar Mehta, Nikolas Martelaro , and Sarah E. Fox

Abstract:  This paper describes how the complexity of circumstances bus operators manage presents unique challenges to the feasibility of high-level automation in public transit. Avoiding an overly rationalized view of bus operators' labor is critical to ensure the introduction of automation technologies does not compromise public wellbeing, the dignity of transit workers, or the integrity of critical public infrastructure. Our findings from a group interview study show that bus operators take on work — undervalued by those advancing automation technologies — to ensure the well-being of passengers and community members. Notably, bus operators are positioned to function as shock absorbers during social crises in their communities and in moments of technological breakdown as new systems come on board. These roles present a critical argument against the rapid push toward driverless automation in public transit. We conclude by identifying opportunities for participatory design and collaborative human-machine teaming for a more just future of transit.

A Contextual Inquiry of People with Vision Impairments in Cooking Franklin Mingzhe Li , Michael Xieyang Liu , Shaun K. Kane, Patrick Carrington

Individuals with vision impairments employ a variety of strategies for object identification, such as pans or soy sauce, in the culinary process. In addition, they often rely on contextual details about objects, such as location, orientation, and current status, to autonomously execute cooking activities. To understand how people with vision impairments collect and use the contextual information of objects while cooking, we conducted a contextual inquiry study with 12 participants in their own kitchens. This research aims to analyze object interaction dynamics in culinary practices to enhance assistive vision technologies for visually impaired cooks. We outline eight different types of contextual information and the strategies that blind cooks currently use to access the information while preparing meals. Further, we discuss preferences for communicating contextual information about kitchen objects as well as considerations for the deployment of AI-powered assistive technologies. An Evidence-based Workflow for Studying and Designing Learning Supports for Human–AI Co-creation    (Late-Breaking Work) Frederic Gmeiner , Jamie Conlin, Eric Tang , Nikolas Martelaro , Kenneth Holstein

Abstract:  Generative artificial intelligence (GenAI) systems introduce new possibilities for enhancing professionals’ workflows, enabling novel forms of human–AI co-creation. However, professionals often struggle to learn to work with GenAI systems effectively. While research has begun to explore the design of interfaces that support users in learning to co-create with GenAI, we lack systematic approaches to investigate the effectiveness of these supports. In this paper, we present a systematic approach for studying how to support learning to co-create with GenAI systems, informed by methods and concepts from the learning sciences. Through an experimental case study, we demonstrate how our approach can be used to study and compare the impacts of different types of learning supports in the context of text-to-image GenAI models. Reflecting on these results, we discuss directions for future work aimed at improving interfaces for human–AI co-creation.

Are Robots Ready to Deliver Autism Inclusion?: A Critical Review     Naba Rizi, William Wu, Mya Bolds, Raunak Mondal, Andrew Begel , and Imani N. S. Munyaka

Abstract:  The marginalization of autistic people in our society today is multi-faceted as it includes violence that is both physical and ideological in nature. It is rooted in the dehumanization, infantilization, and masculinization of autistic people and pervasive even in contemporary research studies that continue to echo ableist ideologies from the past. In this work, we identify how HRI research reproduces systemic social inequalities and explain how they align with historical misrepresentations, and other systemic barriers. We analyzed 142 papers focusing on HRI and autism published between 2016 and 2022. We critique these studies through a mixed-methods analysis of their definition of autism, study designs, participant recruitment, and results. Our findings indicate that HRI research stigmatizes autism in three dimensions - 1) the pathologization of autism, 2) gender and age-based essentialism, and 3) power imbalances. Our work uncovered that about 90% of HRI research during the timeline explored excluded the perspectives of autistic people, particularly those from understudied groups. We recommend broadening the inclusion of autistic people, considering research objectives beyond clinical use, and diversifying collaborations, foundational works considered, & participant demographics for more inclusive future work.  

BioSpark: An End-to-End Generative System for Biological-Analogical Inspirations and Ideation (Late-Breaking Work) Hyeonsu B. Kang , David Chuan-En Lin , Nikolas Martelaro , Aniket Kittur , Yan-Ying Chen, Matthew K. Hong

Abstract:  Nature often inspires solutions for complex engineering problems, but it is challenging for designers to discover relevant analogies and synthesize from them. Here, we present an end-to-end system, BioSpark, that generates biological-analogical mechanisms and provides an interactive interface for comprehension and ideation. From a small seed set of expert-curated mechanisms, BioSpark's pipeline iteratively expands them by constructing and traversing organism taxonomies, aiming to overcome both data sparsity in expert curation and limited conceptual diversity in purely automated analogy generation. The interface helps designers recognize and understand relevant analogs to design problems using four interaction features. We conduct an exploratory study with design students to showcase how BioSpark facilitated analogical transfer of ideas but was limited in conveying active ingredients, the core abstraction underpinning how mechanisms work. We discuss this limitation and other implications such as generative hallucination that could facilitate shifts in human exploration of new design spaces.

Bring Privacy To The Table: Interactive Negotiation for Privacy Settings of Shared Sensing Devices     Haozhe Zhou, Mayank Goel, Yuvraj Agarwal

Abstract:  To address privacy concerns with the Internet of Things (IoT) devices, researchers have proposed enhancements in data collection transparency and user control. However, managing privacy preferences for shared devices with multiple stakeholders remains challenging. We introduced ThingPoll, a system that helps users negotiate privacy configurations for IoT devices in shared settings. We designed ThingPoll by observing twelve participants verbally negotiating privacy preferences, from which we identified potentially successful and inefficient negotiation patterns. ThingPoll bootstraps a preference model from a custom crowdsourced privacy preferences dataset. During negotiations, ThingPoll strategically scaffolds the process by eliciting users’ privacy preferences, providing helpful contexts, and suggesting feasible configuration options. We evaluated ThingPoll with 30 participants negotiating the privacy settings of 4 devices. Using ThingPoll, participants reached an agreement in 97.5% of scenarios within an average of 3.27 minutes. Participants reported high overall satisfaction of 83.3% with ThingPoll as compared to baseline approaches.

ClassInSight: Designing Conversation Support Tools to Visualize Classroom Discussion for Personalized Teacher Professional Development     Tricia J. Ngoon , S Sushil, Angela Stewart, Ung-Sang Lee, Saranya Venkatramen, Neil Thawani , Prasenjit Mitra, Sherice Clarke, John Zimmerman , Amy Ogan

Abstract:  Teaching is one of many professions for which personalized feedback and reflection can help improve dialogue and discussion between the professional and those they serve. However, professional development (PD) is often impersonal as human observation is labor-intensive. Data-driven PD tools in teaching are of growing interest, but open questions about how professionals engage with their data in practice remain. In this paper, we present ClassInSight, a tool that visualizes three levels of teachers’ discussion data and structures reflection. Through 22 reflection sessions and interviews with 5 high school science teachers, we found themes related to dissonance, contextualization, and sustainability in how teachers engaged with their data in the tool and in how their professional vision, the use of professional expertise to interpret events, shifted over time. We discuss guidelines for these conversational support tools to support personalized PD in professions beyond teaching where conversation and interaction are important.

Co-design Accessible Public Robots: Insights from People with Mobility Disability, Robotic Practitioners and Their Collaborations Howard Ziyu Han , Franklin Mingzhe Li , Alesandra Baca Vazquez, Daragh Byrne , Nikolas Martelaro , Sarah E Fox

Abstract:  Sidewalk robots are increasingly common across the globe. Yet, their operation on public paths poses challenges for people with mobility disabilities (PwMD) who face barriers to accessibility, such as insufficient curb cuts. We interviewed 15 PwMD to understand how they perceive sidewalk robots. Findings indicated that PwMD feel they have to compete for space on the sidewalk when robots are introduced. We next interviewed eight robotics practitioners to learn about their attitudes towards accessibility. Practitioners described how issues often stem from robotic companies addressing accessibility only after problems arise. Both interview groups underscored the importance of integrating accessibility from the outset. Building on this finding, we held four co-design workshops with PwMD and practitioners in pairs. These convenings brought to bear accessibility needs around robots operating in public spaces and in the public interest. Our study aims to set the stage for a more inclusive future around public service robots.

COMPA: Using Conversation Context to Achieve Common Ground in AAC     Stephanie Valencia, Jessica Huynh , Emma Yiang , Yufei Wu , Teresa Wan , Zixuan Zheng , Henny Admoni , Jeffrey Bigham , Amy Pavel

Abstract:  Group conversations often shift quickly from topic to topic, leaving a small window of time for participants to contribute. AAC users often miss this window due to the speed asymmetry between using speech and using AAC devices. AAC users may take over a minute longer to contribute, and this speed difference can cause mismatches between the ongoing conversation and the AAC user's response. This results in misunderstandings and missed opportunities to participate. We present COMPA, an add-on tool for online group conversations that seeks to support conversation partners in achieving common ground. COMPA uses a conversation's live transcription to enable AAC users to mark conversation segments they intend to address (Context Marking) and generate contextual starter phrases related to the marked conversation segment (Phrase Assistance) and a selected user intent. We study COMPA in 5 different triadic group conversations, each composed by a researcher, an AAC user and a conversation partner (n=10) and share findings on how conversational context supports conversation partners in achieving common ground.

ConeAct: A Multistable Actuator for Dynamic Materials     Yuyu Lin , Jesse T. Gonzalez , Zhitong Cui, Yash Rajeev Banka , Alexandra Ion  

Abstract:  Complex actuators in a small form factor are essential for dynamic interfaces. In this paper, we propose ConeAct, a cone-shaped actuator that can extend, contract, and bend in multiple directions to support rich expression in dynamic materials. A key benefit of our actuator is that it is self-contained and portable as the whole system. We designed our actuator’s structure to be multistable to hold its shape passively, while we control its transition between states using active materials, i.e., shape memory alloys. We present the design space by showcasing our actuator module as part of self-rolling robots, reconfigurable deployable structures, volumetric shape-changing objects and tactile displays. To assist users in designing such structures, we present an interactive editor including simulation to design such interactive capabilities.  

Context matters: Investigating information sharing in mixed-visual ability social interactions (Late-Breaking Work) Maryam Bandukda, Yichen Wang, Monica Perusquia-Hernandez, Franklin Mingzhe Li , Catherine Holloway

Abstract:  Social inclusion of disabled people has been a topic of interest in HCI research led by the rise of ubiquitous and camera-based technologies. As the research area is increasing, a comprehensive understanding of blind, partially sighted (BPS), and sighted people’s needs in various social settings is needed to fully inform the design of social technologies. To address this, we conducted semi-structured individual and group interviews with 12 BPS and eight sighted participants. Our findings show that context-dependent information-sharing needs of BPS and sighted people vary across social contexts (illustrated in Figure 1). While currently depending on support from sighted companions, BPS participants expressed a strong sense of independence and agency. We discuss the tensions between BPS people’s information needs, sighted people’s privacy concerns, and implications for the design of social technologies to support the social inclusion of BPS people.

Counterspeakers' Perspectives: Unveiling Barriers and AI Needs in the Fight against Online Hate     Jimin Mun , Cathy Buerger*, Jenny Liang *, Joshua Garland, Maarten Sap

Abstract:  Counterspeech, i.e., direct responses against hate speech, has become an important tool to address the increasing amount of hate online while avoiding censorship. Although AI has been proposed to help scale up counterspeech efforts, this raises questions of how exactly AI could assist in this process, since counterspeech is a deeply empathetic and agentic process for those involved. In this work, we aim to answer this question, by conducting in-depth interviews with 10 extensively experienced counterspeakers and a large scale public survey with 342 everyday social media users. In participant responses, we identified four main types of barriers and AI needs related to resources, training, impact, and personal harms. However, our results also revealed overarching concerns of authenticity, agency, and functionality in using AI tools for counterspeech. To conclude, we discuss considerations for designing AI assistants that lower counterspeaking barriers without jeopardizing its meaning and purpose.  

Cruising Queer HCI on the DL: A Literature Review of LGBTQ+ People in HCI     Jordan Taylor*, Ellen Simpson*, Anh-Ton Tran*, Jed Brubaker, Sarah Fox , and Haiyi Zhu

Abstract:  LGBTQ+ people have received increased attention in HCI research, paralleling a greater emphasis on social justice in recent years. However, there has not been a systematic review of how LGBTQ+ people are researched or discussed in HCI. In this work, we review all research mentioning LGBTQ+ people across the HCI venues of CHI, CSCW, DIS, and TOCHI. Since 2014, we find a linear growth in the number of papers substantially about LGBTQ+ people and an exponential increase in the number of mentions. Research about LGBTQ+ people tends to center experiences of being politicized, outside the norm, stigmatized, or highly vulnerable. LGBTQ+ people are typically mentioned as a marginalized group or an area of future research. We identify gaps and opportunities for (1) research about and (2) the discussion of LGBTQ+ in HCI and provide a dataset to facilitate future Queer HCI research.  

Deconstructing the Veneer of Simplicity: Co-Designing Introductory Generative AI Workshops with Local Entrepreneurs      Yasmine Kotturi , Angel Anderson, Glenn Ford, Michael Skirpan , Jeffrey P. Bigham

Abstract:  Generative AI platforms and features are permeating many aspects of work. Entrepreneurs from lean economies in particular are well positioned to outsource tasks to generative AI given limited resources. In this paper, we work to address a growing disparity in use of these technologies by building on a four-year partnership with a local entrepreneurial hub dedicated to equity in tech and entrepreneurship. Together, we co-designed an interactive workshops series aimed to onboard local entrepreneurs to generative AI platforms. Alongside four community-driven and iterative workshops with entrepreneurs across five months, we conducted interviews with 15 local entrepreneurs and community providers. We detail the importance of communal and supportive exposure to generative AI tools for local entrepreneurs, scaffolding actionable use (and supporting non-use), demystifying generative AI technologies by emphasizing entrepreneurial power, while simultaneously deconstructing the veneer of simplicity to address the many operational skills needed for successful application.

Abstract:  Privacy is a key principle for developing ethical AI technologies, but how does including AI technologies in products and services change privacy risks? We constructed a taxonomy of AI privacy risks by analyzing 321 documented AI privacy incidents. We codified how the unique capabilities and requirements of AI technologies described in those incidents generated new privacy risks, exacerbated known ones, or otherwise did not meaningfully alter the risk. We present 12 high-level privacy risks that AI technologies either newly created (e.g., exposure risks from deepfake pornography) or exacerbated (e.g., surveillance risks from collecting training data). One upshot of our work is that incorporating AI technologies into a product can alter the privacy risks it entails. Yet, current approaches to privacy-preserving AI/ML (e.g., federated learning, differential privacy, checklists) only address a subset of the privacy risks arising from the capabilities and data requirements of AI.

Abstract:  Voice assistants’ inability to serve people-of-color and non-native English speakers has largely been documented as a quality-of-service harm. However, little work has investigated what downstream harms propagate from this poor service. How does poor usability materially manifest and affect users’ lives? And what interaction designs might help users recover from these effects? We identify 6 downstream harms that propagate from quality-of-service harms in voice assistants. Through interviews and design activities with 16 multicultural participants, we unveil these 6 harms, outline how multicultural users uniquely personify their voice assistant, and suggest how these harms and personifications may affect their interactions. Lastly, we employ techniques from psychology on communication repair to contribute suggestions for harm-reducing repair that may be implemented in voice technologies. Our communication repair strategies include: identity affirmations (intermittent frequency), cultural sensitivity, and blame redirection. This work shows potential for a harm-repair framework to positively influence voice interactions.

Designing Upper-Body Gesture Interaction with and for People with Spinal Muscular Atrophy in VR Jingze Tian, Yingna Wang, Keye Yu, Liyi Xu, Junan Xie, Franklin Mingzhe Li , Yafeng Niu, Mingming Fan

Abstract:  Recent research proposed gaze-assisted gestures to enhance interaction within virtual reality (VR), providing opportunities for people with motor impairments to experience VR. Compared to people with other motor impairments, those with Spinal Muscular Atrophy (SMA) exhibit enhanced distal limb mobility, providing them with more design space. However, it remains unknown what gaze-assisted upper-body gestures people with SMA would want and be able to perform. We conducted an elicitation study in which 12 VR-experienced people with SMA designed upper-body gestures for 26 VR commands, and collected 312 user-defined gestures. Participants predominantly favored creating gestures with their hands. The type of tasks and participants' abilities influence their choice of body parts for gesture design. Participants tended to enhance their body involvement and preferred gestures that required minimal physical effort, and were aesthetically pleasing. Our research will contribute to creating better gesture-based input methods for people with motor impairments to interact with VR.  

DISCERN: Designing Decision Support Interfaces to Investigate the Complexities of Workplace Social Decision-Making With Line Managers     Pranav Khadpe , Lindy Le, Kate Nowak, Shamsi Iqbal, Jina Suh

Abstract:  Line managers form the first level of management in organizations, and must make complex decisions, while maintaining relationships with those impacted by their decisions. Amidst growing interest in technology-supported decision-making at work, their needs remain understudied. Further, most existing design knowledge for supporting social decision-making comes from domains where decision-makers are more socially detached from those they decide for. We conducted iterative design research with line managers within a technology organization, investigating decision-making practices, and opportunities for technological support. Through formative research, development of a decision-representation tool—DISCERN—and user enactments, we identify their communication and analysis needs that lack adequate support. We found they preferred tools for externalizing reasoning rather than tools that replace interpersonal interactions, and they wanted tools to support a range of intuitive and calculative decision-making. We discuss how design of social decision-making supports, especially in the workplace, can more explicitly support highly interactional social decision-making.  

EITPose: Wearable and Practical Electrical Impedance Tomography for Continuous Hand Pose Estimation Alexander Kyu*, Hongyu Mao*, Junyi Zhu, Mayank Goel , Karan Ahuja

Abstract:  Real-time hand pose estimation has a wide range of applications spanning gaming, robotics, and human-computer interaction. In this paper, we introduce EITPose, a wrist-worn, continuous 3D hand pose estimation approach that uses eight electrodes positioned around the forearm to model its interior impedance distribution during pose articulation. Unlike wrist-worn systems relying on cameras, EITPose has a slim profile (12 mm thick sensing strap) and is power-efficient (consuming only 0.3 W of power), making it an excellent candidate for integration into consumer electronic devices. In a user study involving 22 participants, EITPose achieves with a within-session mean per joint positional error of 11.06 mm. Its camera-free design prioritizes user privacy, yet it maintains cross-session and cross-user accuracy levels comparable to camera-based wrist-worn systems, thus making EITPose a promising technology for practical hand pose estimation.

Abstract:  Immigrant English Language Learners (ELLs) who are learning the majority language in a new country are required to participate in the informal language space on a daily basis to gain access to essential economic and social resources. In contrast to formal language spaces, which extensive literature has researched, exploration of informal language spaces, which present a number of linguistic and psychological challenges without scaffolded support, remains limited. In this work, we conduct a qualitative interview study to explore the use of support tools to facilitate participation in daily life for ELLs, investigating the efficacy of these tools, obstacles encountered, and perceptions of what defines positive and negative experiences. We aim to contribute a deeper, more nuanced understanding of the experience of language use in practical scenarios for ELLs and present a set of actionable considerations for designers working with ELLs that prioritize their linguistic, affective, and social needs.

Exploring How Multiple Levels of GPT-Generated Programming Hints Support or Disappoint Novices   (Late-Breaking Work)  Ruiwei Xiao , Xinying Hou, John Stamper

Abstract:  Recent studies have integrated large language models (LLMs) into diverse educational contexts, including providing adaptive programming hints, a type of feedback focuses on helping students move forward during problem-solving. However, most existing LLM-based hint systems are limited to one single hint type. To investigate whether and how different levels of hints can support students' problem-solving and learning, we conducted a think-aloud study with 12 novices using the LLM Hint Factory, a system providing four levels of hints from general natural language guidance to concrete code assistance, varying in format and granularity. We discovered that high-level natural language hints alone can be helpless or even misleading, especially when addressing next-step or syntax-related help requests. Adding lower-level hints, like code examples with in-line comments, can better support students. The findings open up future work on customizing help responses from content, format, and granularity levels to accurately identify and meet students' learning needs.

Expressive, Scalable, Mid-air Haptics with Synthetic Jets    (Journal)  Vivian Shen , Chris Harrison , Craig Shultz

Abstract:  Non-contact, mid-air haptic devices have been utilized for a wide variety of experiences, including those in extended reality, public displays, medical, and automotive domains. In this work, we explore the use of synthetic jets as a promising and under-explored mid-air haptic feedback method. We show how synthetic jets can scale from compact, low-powered devices, all the way to large, long-range, and steerable devices. We built seven functional prototypes targeting different application domains, in order to illustrate the broad applicability of our approach. These example devices are capable of rendering complex haptic effects, varying in both time and space. We quantify the physical performance of our designs using spatial pressure and wind flow measurements, and validate their compelling effect on users with stimuli recognition and qualitative studies.

Abstract:  As energy infrastructure becomes more interconnected, understanding cybersecurity risks to production systems requires integrating operational and computer security knowledge. We interviewed 18 experts working in the field of energy critical infrastructure to compare what information they find necessary to assess the impact of computer vulnerabilities on energy operational technology. These experts came from two groups: 1) computer security experts and 2) energy sector operations experts. We find that both groups responded similarly for general categories of information and displayed knowledge about both domains, perhaps due to their interdisciplinary work at the same organization. Yet, we found notable differences in the details of their responses and in their stated perceptions of each group’s approaches to impact assessment. Their suggestions for collaboration across domains highlighted how these two groups can work together to help each other secure the energy grid. Our findings inform the development of interdisciplinary security approaches in critical-infrastructure contexts.

Investigating Demographics and Motivation in Engineering Education Using Radio and Phone-Based Educational Technologies     Christine Kwon , Darren Butler , Judith Odili Uchidiuno, John Stamper , Amy Ogan

Abstract:  Despite the best intentions to support equity with educational technologies, they often lead to a “rich get richer” effect, in which communities of more advantaged learners gain greater benefit from these solutions. Effective design of these technologies necessitates a deeper understanding of learners in understudied contexts and their motivations to pursue an education. Consequently, we studied a 15-week remote course launched in 2021 with 17,896 learners that provided engineering education through a radio and phone-based system aimed for use in rural settings within Northern Uganda. We address shifts in learners’ motivations for course participation and investigate the impact of demographic features and motivations of students on persistence and performance. We found significant increases in student motivation to learn more about and pursue STEM. Importantly, the course was most successful for learners in demographics who typically experience fewer educational opportunities, showing promise for such technologies to close opportunity gaps.

Abstract:  Clinical practice guidelines, care pathways, and protocols are designed to support evidence-based practices for clinicians; however, their adoption remains a challenge. We set out to investigate why clinicians deviate from the "Wake Up and Breathe" protocol, an evidence-based guideline for liberating patients from mechanical ventilation in the intensive care unit (ICU). We conducted over 40 hours of direct observations of live clinical workflows, 17 interviews with frontline care providers, and 4 co-design workshops at three different medical intensive care units. Our findings indicate that unlike prior literature suggests, disagreement with the protocol is not a substantial barrier to adoption. Instead, the uncertainty surrounding the application of the protocol for individual patients leads clinicians to deprioritize adoption in favor of tasks where they have high certainty. Reflecting on these insights, we identify opportunities for technical systems to help clinicians in effectively executing the protocol and discuss future directions for HCI research to support the integration of protocols into clinical practice in complex, team-based healthcare settings.

Is a Trustmark and QR Code Enough? The Effect of IoT Security and Privacy Label Information Complexity on Consumer Comprehension and Behavior     Claire C. Chen , Dillon Shu , Hamsini Ravishankar , Xinran Li , Yuvraj Agarwal , Lorrie Faith Cranor

Abstract:  The U.S. Government is developing a package label to help consumers access reliable security and privacy information about Internet of Things (IoT) devices when making purchase decisions. The label will include the U.S. Cyber Trust Mark, a QR code to scan for more details, and potentially additional information. To examine how label information complexity and educational interventions affect comprehension of security and privacy attributes and label QR code use, we conducted an online survey with 518 IoT purchasers. We examined participants' comprehension and preferences for three labels of varying complexities, with and without an educational intervention. Participants favored and correctly utilized the two higher-complexity labels, showing a special interest in the privacy-relevant content. Furthermore, while the educational intervention improved understanding of the QR code’s purpose, it had a modest effect on QR scanning behavior. We highlight clear design and policy directions for creating and deploying IoT security and privacy labels.

Jigsaw: Supporting Designers to Prototype Multimodal Applications by Assembling AI Foundation Models     David Chuan-En Lin , Nikolas Martelaro

Abstract:  Audio notifications provide users with an efficient way to access information beyond their current focus of attention. Current notification delivery methods, like phone ringtones, are primarily optimized for high noticeability, enhancing situational awareness in some scenarios but causing disruption and annoyance in others. In this work, we build on the observation that music listening is now a commonplace practice and present MARingBA, a novel approach that blends ringtones into background music to modulate their noticeability. We contribute a design space exploration of music-adaptive manipulation parameters, including beat matching, key matching, and timbre modifications, to tailor ringtones to different songs. Through two studies, we demonstrate that MARingBA supports content creators in authoring audio notifications that fit low, medium, and high levels of urgency and noticeability. Additionally, end users prefer music-adaptive audio notifications over conventional delivery methods, such as volume fading.

Meta-Manager: A Tool for Collecting and Exploring Meta Information about Code     Amber Horvath , Andrew Macvean, Brad A Myers

Abstract:  Modern software engineering is in a state of flux. With more development utilizing AI code generation tools and the continued reliance on online programming resources, understanding code and the original intent behind it is becoming more important than it ever has been. To this end, we have developed the "Meta-Manager", a Visual Studio Code extension, with a supplementary browser extension, that automatically collects and organizes changes made to code while keeping track of the provenance of each part of the code, including code that has been AI-generated or copy-pasted from popular programming resources online. These sources and subsequent changes are represented in the editor and may be explored using searching and filtering mechanisms to help developers answer historically hard-to-answer questions about code, its provenance, and its design rationale. In our evaluation of Meta-Manager, we found developers were successfully able to use it to answer otherwise unanswerable questions about an unfamiliar code base.

MineXR: Mining Personalized Extended Reality Interfaces     Hyunsung Cho , Yukang Yan , Kashyap Todi, Mark Parent, Missie Smith, Tanya Jonker, Hrvoje Benko, David Lindlbauer

Abstract:  Extended Reality (XR) interfaces offer engaging user experiences, but their effective design requires a nuanced understanding of user behavior and preferences. This knowledge is challenging to obtain without the widespread adoption of XR devices. We introduce MineXR, a design mining workflow and data analysis platform for collecting and analyzing personalized XR user interaction and experience data. MineXR enables elicitation of personalized interfaces from participants of a data collection: for any particular context, participants create interface elements using application screenshots from their own smartphone, place them in the environment, and simultaneously preview the resulting XR layout on a headset. Using MineXR, we contribute a dataset of personalized XR interfaces collected from 31 participants, consisting of 695 XR widgets created from 178 unique applications. We provide insights for XR widget functionalities, categories, clusters, UI element types, and placement. Our open-source tools and data support researchers and designers in developing future XR interfaces.

Abstract:  In communities with social hierarchies, fear of judgment can discourage communication. While anonymity may alleviate some social pressure, fully anonymous spaces enable toxic behavior and hide the social context that motivates people to participate and helps them tailor their communication. We explore a design space of meronymous communication, where people can reveal carefully chosen aspects of their identity and also leverage trusted endorsers to gain credibility. We implemented these ideas in a system for scholars to meronymously seek and receive paper recommendations on Twitter and Mastodon. A formative study with 20 scholars confirmed that scholars see benefits to participating but are deterred due to social anxiety. From a month-long public deployment, we found that with meronymity, junior scholars could comfortably ask "newbie" questions and get responses from senior scholars who they normally found intimidating. Responses were also tailored to the aspects about themselves that junior scholars chose to reveal.

Morphing Matter for Teens: Research Processes as a Template for Cross-Disciplinary Activities Lea Albaugh , Melinda Chen, Sunniva Liu, Harshika Jain, Alisha Collins, Lining Yao

Abstract:  We distilled a set of core practices within "morphing matter" research, derived a set of underlying skills and values, and developed these into a weekend workshop for high-school students. Participants in our workshop sampled a variety of research processes, including materials science and contextual design, incorporating curriculum-appropriate learning goals, toward an integrated pneumatic fashion project. We describe our approach, activity plan, and assessment as well as opportunities for research as an educational template to push beyond current “STEAM''-based educational practices for cross-disciplinary engagement.

Multimodal Healthcare AI: Identifying and Designing Clinically Relevant Vision-Language Applications for Radiology     Nur Yildirim , Hannah Richardson, Teo Wetscherek, Junaid Bajwa, Joseph Jacob, Mark Pinnock, Stephen Harris, Daniel Coelho de Castro, Shruthi Bannur, Stephanie Hyland, Pratik Ghosh, Mercy Ranjit, Kenza Bouzid, Anton Schwaighofer, Fernando Pérez-García, Harshita Sharma, Ozan Oktay, Matthew Lungren, Javier Alvarez-Valle, Aditya Nori, Anja Thieme

Abstract:  Recent advances in AI combine large language models (LLMs) with vision encoders that bring forward unprecedented technical capabilities to leverage for a wide range of healthcare applications. Focusing on the domain of radiology, vision-language models (VLMs) achieve good performance results for tasks such as generating radiology findings based on a patient's medical image, or answering visual questions (e.g., "Where are the nodules in this chest X-ray?''). However, the clinical utility of potential applications of these capabilities is currently underexplored. We engaged in an iterative, multidisciplinary design process to envision clinically relevant VLM interactions, and co-designed four VLM use concepts: Draft Report Generation, Augmented Report Review, Visual Search and Querying, and Patient Imaging History Highlights. We studied these concepts with 13 radiologists and clinicians who assessed the VLM concepts as valuable, yet articulated many design considerations. Reflecting on our findings, we discuss implications for integrating VLM capabilities in radiology, and for healthcare AI more generally.

PaperWeaver: Enriching Topical Paper Alerts by Contextualizing Recommended Papers with User-collected Papers Yoonjoo Lee, Hyeonsu B. Kang , Matthew Latzke, Juho Kim, Jonathan Bragg, Joseph Chee Chang, Pao Siangliulue

With the rapid growth of scholarly archives, researchers subscribe to "paper alert" systems that periodically provide them with recommendations of recently published papers that are similar to previously collected papers. However, researchers sometimes struggle to make sense of nuanced connections between recommended papers and their own research context, as existing systems only present paper titles and abstracts. To help researchers spot these connections, we present PaperWeaver, an enriched paper alerts system that provides contextualized text descriptions of recommended papers based on user-collected papers. PaperWeaver employs a computational method based on Large Language Models (LLMs) to infer users’ research interests from their collected papers, extract context-specific aspects of papers, and compare recommended and collected papers on these aspects. Our user study (N=15) showed that participants using PaperWeaver were able to better understand the relevance of recommended papers and triage them more confidently when compared to a baseline that presented the related work sections from recommended papers.  

Predicting the Noticeability of Dynamic Virtual Elements in Virtual Reality     Zhipeng Li , Yi Fei Cheng , Yukang Yan , David Lindlbauer Abstract:  While Virtual Reality (VR) systems can present virtual elements such as notifications anywhere, designing them so they are not missed by or distracting to users is highly challenging for content creators. To address this challenge, we introduce a novel approach to predict the noticeability of virtual elements. It computes the visual saliency distribution of what users see, and analyzes the temporal changes of the distribution with respect to the dynamic virtual elements that are animated. The computed features serve as input for a long short-term memory (LSTM) model that predicts whether a virtual element will be noticed. Our approach is based on data collected from 24 users in different VR environments performing tasks such as watching a video or typing. We evaluate our approach (n = 12), and show that it can predict the timing of when users notice a change to a virtual element within 2.56 sec compared to a ground truth, and demonstrate the versatility of our approach with a set of applications. We believe that our predictive approach opens the path for computational design tools that assist VR content creators in creating interfaces that automatically adapt virtual elements based on noticeability.

Robotic Metamaterials: A Modular System for Hands-On Configuration of Ad-Hoc Dynamic Applications     Zhitong Cui, Shuhong Wang, Violet Yinuo Han, Tucker Rae-Grant, Willa Yunqi Yang, Alan Zhu, Scott E Hudson, Alexandra Ion

We propose augmenting initially passive structures built from simple repeated cells, with novel active units to enable dynamic, shape-changing, and robotic applications. Inspired by metamaterials that can employ mechanisms, we build a framework that allows users to configure cells of this passive structure to allow it to perform complex tasks. A key benefit is that our structures can be repeatedly (re)configured by users inserting our configuration units to turn the passive material into, e.g., locomotion robots, integrated motion platforms, or interactive interfaces, as we demonstrate in this paper. To this end, we present a mechanical system consisting of a flexible, passive, shearing lattice structure, as well as rigid and active unit cells to be inserted into the lattice for configuration. The active unit is a closed-loop pneumatically controlled shearing cell to dynamically actuate the macroscopic movement of the structure. The passive rigid cells redirect the forces to create complex motion with a reduced number of active cells. Since the placement of the rigid and active units is challenging, we offer a computational design tool. The tool optimizes the cell placement to match the macroscopic, user-defined target motions and generates the control code for the active cells.

Selenite: Scaffolding Online Sensemaking with Comprehensive Overviews Elicited from Large Language Models     Michael Xieyang Liu , Tongshuang Wu , Tianying Chen , Franklin Mingzhe Li , Aniket Kittur , Brad A. Myers

Abstract:  Sensemaking in unfamiliar domains can be challenging, demanding considerable user effort to compare different options with respect to various criteria. Prior research and our formative study found that people would benefit from reading an overview of an information space upfront, including the criteria others previously found useful. However, existing sensemaking tools struggle with the "cold-start" problem -- not only requiring significant input from previous users to generate and share these overviews, but also that such overviews may turn out to be biased and incomplete. In this work, we introduce a novel system, Selenite, which leverages Large Language Models (LLMs) as reasoning machines and knowledge retrievers to automatically produce a comprehensive overview of options and criteria to jumpstart users' sensemaking processes. Subsequently, Selenite also adapts as people use it, helping users find, read, and navigate unfamiliar information in a systematic yet personalized manner. Through three studies, we found that Selenite produced accurate and high-quality overviews reliably, significantly accelerated users' information processing, and effectively improved their overall comprehension and sensemaking experience.

Situating Data Sets: Making Public Data Actionable for Housing Justice   Anh-Ton Tran, Grace Guo, Jordan Taylor , Katsuki Chan, Elora Raymond, Carl DiSalvo

Abstract:  Activists, governments, and academics regularly advocate for more open data. But how is data made open, and for whom is it made useful and usable? In this paper, we investigate and describe the work of making eviction data open to tenant organizers. We do this through an ethnographic description of ongoing work with a local housing activist organization. This work combines observation, direct participation in data work, and creating media artifacts, specifically digital maps. Our interpretation is grounded in D’Ignazio and Klein’s Data Feminism, emphasizing standpoint theory. Through our analysis and discussion, we highlight how shifting positionalities from data intermediaries to data accomplices affects the design of data sets and maps. We provide HCI scholars with three design implications when situating data for grassroots organizers: becoming a domain beginner, striving for data actionability, and evaluating our design artifacts by the social relations they sustain rather than just their technical efficacy.  

Sketching AI Concepts with Capabilities and Examples: AI Innovation in the Intensive Care Unit Nur Yildirim , Susanna Zlotnikov , Deniz Sayar, Jeremy Kahn, Leigh Bukowski, Sher Shah Amin, Kathryn Riman, Billie Davis, John Minturn, Andrew King, Dan Ricketts, Lu Tang, Venkatesh Sivaraman , Adam Perer , Sarah Preum, James McCann , John Zimmerman

Abstract:  Advances in artificial intelligence (AI) have enabled unprecedented capabilities, yet innovation teams struggle when envisioning AI concepts. Data science teams think of innovations users do not want, while domain experts think of innovations that cannot be built. A lack of effective ideation seems to be a breakdown point. How might multidisciplinary teams identify buildable and desirable use cases? This paper presents a first hand account of ideating AI concepts to improve critical care medicine. As a team of data scientists, clinicians, and HCI researchers, we conducted a series of design workshops to explore more effective approaches to AI concept ideation and problem formulation. We detail our process, the challenges we encountered, and practices and artifacts that proved effective. We discuss the research implications for improved collaboration and stakeholder engagement, and discuss the role HCI might play in reducing the high failure rate experienced in AI innovation.  

Stranger Danger? Investor Behavior and Incentives on Cryptocurrency Copy-Trading Platforms   Daisuke Kawai , Kyle Soska, Bryan Routledge, Ariel Zetlin-Jones , Nicolas Christin

Abstract:  Several large financial trading platforms have recently begun implementing “copy trading,'' a process by which a leader allows copiers to automatically mirror their trades in exchange for a share of the profits realized. While it has been shown in many contexts that platform design considerably influences user choices---users tend to disproportionately trust rankings presented to them---we would expect that here, copiers exercise due diligence given the money at stake, typically USD 500--2\,000 or more. We perform a quantitative analysis of two major cryptocurrency copy-trading platforms, with different default leader ranking algorithms. One of these platforms additionally changed the information displayed during our study. In all cases, we show that the platform UI significantly influences copiers' decisions. Besides being sub-optimal, this influence is problematic as rankings are often easily gameable by unscrupulous leaders who prey on novice copiers, and they create perverse incentives for all platform users.

The Future of HCI-Policy Collaboration    Qian Yang, Richmond Y. Wong, Steven Jackson, Sabine Junginger, Margaret D. Hagan, Thomas Gilbert, John Zimmerman

Abstract:  Policies significantly shape computation's societal impact, a crucial HCI concern. However, challenges persist when HCI professionals attempt to integrate policy into their work or affect policy outcomes. Prior research considered these challenges at the "border" of HCI and policy. This paper asks: What if HCI considers policy integral to its intellectual concerns, placing system-people-policy interaction not at the border but nearer the center of HCI research, practice, and education? What if HCI fosters a mosaic of methods and knowledge contributions that blend system, human, and policy expertise in various ways, just like HCI has done with blending system and human expertise? We present this re-imagined HCI-policy relationship as a provocation and highlight its usefulness: It spotlights previously overlooked system-people-policy interaction work in HCI. It unveils new opportunities for HCI's futuring, empirical, and design projects. It allows HCI to coordinate its diverse policy engagements, enhancing its collective impact on policy outcomes.

The Situate AI Guidebook: Co-Designing a Toolkit to Support Multi-Stakeholder, Early-stage Deliberations Around Public Sector AI Proposal    Anna Kawakami , Amanda Coston , Haiyi Zhu* , Hoda Heidari* , Kenneth Holstein*

Abstract:  Public sector agencies are rapidly deploying AI systems to augment or automate critical decisions in real-world contexts like child welfare, criminal justice, and public health. A growing body of work documents how these AI systems often fail to improve services in practice. These failures can often be traced to decisions made during the early stages of AI ideation and design, such as problem formulation. However, today, we lack systematic processes to support effective, early-stage decision-making about whether and under what conditions to move forward with a proposed AI project. To understand how to scaffold such processes in real-world settings, we worked with public sector agency leaders, AI developers, frontline workers, and community advocates across four public sector agencies and three community advocacy groups in the United States. Through an iterative co-design process, we created the Situate AI Guidebook: a structured process centered around a set of deliberation questions to scaffold conversations around (1) goals and intended use or a proposed AI system, (2) societal and legal considerations, (3) data and modeling constraints, and (4) organizational governance factors. We discuss how the guidebook's design is informed by participants’ challenges, needs, and desires for improved deliberation processes. We further elaborate on implications for designing responsible AI toolkits in collaboration with public sector agency stakeholders and opportunities for future work to expand upon the guidebook. This design approach can be more broadly adopted to support the co-creation of responsible AI toolkits that scaffold key decision-making processes surrounding the use of AI in the public sector and beyond.

Towards Inclusive Source Code Readability Based on the Preferences of Programmers with Visual Impairments     Maulishree Pandey, Steve Oney, Andrew Begel

Abstract:  Code readability is crucial for program comprehension, maintenance, and collaboration. However, many of the standards for writing readable code are derived from sighted developers' readability needs. We conducted a qualitative study with 16 blind and visually impaired (BVI) developers to better understand their readability preferences for common code formatting rules such as identifier naming conventions, line length, and the use of indentation. Our findings reveal how BVI developers' preferences contrast with those of sighted developers and how we can expand the existing rules to improve code readability on screen readers. Based on the findings, we contribute an inclusive understanding of code readability and derive implications for programming languages, development environments, and style guides. Our work helps broaden the meaning of readable code in software engineering and accessibility research.

Understanding Documentation Use Through Log Analysis: A Case Study of Four Cloud Services   Daye Nam , Andrew Macvean, Brad A Myers , Bogdan Vasilescu 

Abstract:  Almost no modern software system is written from scratch, and developers are required to effectively learn to use third-party libraries and software services. Thus, many practitioners and researchers have looked for ways to create effective documentation that supports developers' learning. However, few efforts have focused on how people actually use the documentation. In this paper, we report on an exploratory, multi-phase, mixed methods empirical study of documentation page-view logs from four cloud-based industrial services. By analyzing page-view logs for over 100,000 users, we find diverse patterns of documentation page visits. Moreover, we show statistically that which documentation pages people visit often correlates with user characteristics such as past experience with the specific product, on the one hand, and with future adoption of the API on the other hand. We discuss the implications of these results on documentation design and propose documentation page-view log analysis as a feasible technique for design audits of documentation, from ones written for software developers to ones designed to support end users (e.g., Adobe Photoshop).

Waxpaper Actuator: Sequentially and Conditionally Programmable Wax Paper for Morphing Interfaces     Di Wu , Emily Guan*, Yunjia Zhang* , Hsuanju Lai , Qiuyu Lu* , Lining Yao*

Abstract:  We print wax on the paper and turn the composite into a sequentially-controllable, moisture-triggered, rapidly-fabricated, and low-cost shape-changing interface. This technique relies on a sequential control method that harnesses two critical variables: gray levels and water amount. By integrating these variables within a bilayer structure, composed of a paper substrate and wax layer, we produce a diverse wax pattern using a solid inkjet printer. These patterns empower wax paper actuators with rapid control over sequential deformations, harnessing various bending degrees and response times, which helps to facilitate the potential of swift personal actuator customization. Our exploration encompasses the material mechanism, the sequential control method, fabrication procedures, primitive structures, and evaluations. Additionally, we introduce a user-friendly software tool for design and simulation. Lastly, we demonstrate our approach through applications across four domains: agricultural seeding, interactive toys and art, home decoration, and electrical control.

Wikibench: Community-Driven Data Curation for AI Evaluation on Wikipedia   Tzu-Sheng Kuo , Aaron Halfaker, Zirui Cheng, Jiwoo Kim, Meng-Hsin Wu , Tongshuang Wu , Kenneth Holstein* , Haiyi Zhu*  

Abstract:  AI tools are increasingly deployed in community contexts. However, datasets used to evaluate AI are typically created by developers and annotators outside a given community, which can yield misleading conclusions about AI performance. How might we empower communities to drive the intentional design and curation of evaluation datasets for AI that impacts them? We investigate this question on Wikipedia, an online community with multiple AI-based content moderation tools deployed. We introduce Wikibench, a system that enables communities to collaboratively curate AI evaluation datasets, while navigating ambiguities and differences in perspective through discussion. A field study on Wikipedia shows that datasets curated using Wikibench can effectively capture community consensus, disagreement, and uncertainty. Furthermore, study participants used Wikibench to shape the overall data curation process, including refining label definitions, determining data inclusion criteria, and authoring data statements. Based on our findings, we propose future directions for systems that support community-driven data curation.  

Related People Brad Myers , Jodi Forlizzi , Amy Ogan , Sauvik Das , Robert Kraut , Haiyi Zhu , Hao-Ping (Hank) Lee , Patrick Carrington , Nikolas Martelaro , Sarah Fox , Ken Holstein , Mayank Goel , John Zimmerman , Jeffrey Bigham , Alexandra Ion , Geoff Kaufman , John Stamper , Chris Harrison , David Lindlbauer , Scott Hudson , Aniket (Niki) Kittur , Ruiwei Xiao

IMAGES

  1. HCI 2.11 Problem Solving (Gestalt, Problem Space & Analogy Theory)

    explain reasoning and problem solving in hci

  2. Figure 1 from Nourishing Problem Solving Skills by Performing HCI Tasks

    explain reasoning and problem solving in hci

  3. [PDF] HCI Research as Problem-Solving

    explain reasoning and problem solving in hci

  4. 1: The Multidisciplinary Field of HCI, Human-Computer Interaction (HCI

    explain reasoning and problem solving in hci

  5. HCI Research as Problem-Solving [CHI'16, presentation slides]

    explain reasoning and problem solving in hci

  6. HCI

    explain reasoning and problem solving in hci

COMMENTS

  1. PDF Human-computer interaction Chapter 3

    Reasoning. The process by which we use the knowledge we have to draw conclusions or infer something new about the subject of interest. Types of reasoning. Deductive. Inductive. Abductive. Problem solving. Use information we have to find solutions in new situations. Gestalt (or form) theory.

  2. PDF Human Computer Interaction SIT1401

    The Human: I/O channels - Memory - Reasoning and problem solving; The computer: Devices - Memory - processing and networks; Interaction: Models - Frameworks - Ergonomics - Styles - Elements - Interactivity - Paradigms. 1.1 Introduction Human-computer interaction (commonly referred to as HCI) researches the design and

  3. HCI 2e

    1.4 Thinking: reasoning and problem-solving 36 1.4.1 Reasoning 38 1.4.2 Problem-solving 40 Worked exercise: goals and operators 42 1.4.3 Skill acquisition 44 ... 15.8.7 Engineering, technology push and HCI research 576 15.9 Interfaces for users with special needs 576 15.10 Virtual reality 578

  4. PDF UNIT -I FOUNDATIONS OF HCI The Human: I/O channels Memory Devices Memory

    9 What is problem solving? Reasoning is a means of inferring new information from what is already known, problem solving is the process of finding a solution to an unfamiliar task, using the knowledge we have. Human problem solving is characterized by the ability to adapt the information we have to deal with new situations.

  5. HCI Research as Problem Solving

    This essay contributes a meta-scientific account of human- computer interaction (HCI) research as problem-solving. We build on the philosophy of Larry Laudan, who develops problem and solution as the foundational concepts of sci-ence. We argue that most HCI research is about three main types of problem: empirical, conceptual, and constructive.

  6. Thinking

    Thinking is the ability to make decisions by using reasoning and problem-solving techniques on any concepts we have. There are two subdomains of thinking, reasoning and problem-solving. Reasoning. Reasoning is the ability to use the information we already have to draw conclusions about a specific situation. Reasoning can be divided into three ...

  7. PDF cognitive models

    • Problem spaces • Interacting Cognitive Subsystems • Connectionist •ACT Display-based interaction • Most cognitive models do not deal with user observation and perception • Some techniques have been extended to handle system output (e.g., BNF with sensing terminals, Display-TAG) but problems persist • Exploratory interaction ...

  8. HCI Research as Problem-Solving

    This essay contributes a meta-scientific account of human-computer interaction (HCI) research as problem-solving. We build on the philosophy of Larry Laudan, who develops problem and solution as the foundational concepts of science. We argue that most HCI research is about three main types of problem: empirical, conceptual, and constructive.

  9. Cognitive Approaches to Human Computer Interaction

    It focuses on problem solving mechanisms and it is a development of the first AI system able to solve different problems, ... Examples of processes modeled using CLARION are human reasoning and creative problem solving . ... H., Li, S., Rusconi, P. (2020). Cognitive Approaches to Human Computer Interaction. In: Cognitive Modeling for Automated ...

  10. PDF LECTURE 2 • Importance of HCI COGNITION, MEMORY, FOCUS MODELS & USER

    Cognition. Cognition is a term used to describe the psychological processes involved in the acquisition, organisation and use of knowledge - emphasising the rational rather than the emotional characteristics. Etymologically it is derived from the Latin word cognoscere: to learn, which in turn is based on gnoscere: to know.

  11. PDF Human Computer Interaction

    2. Inductive reasoning 3. Abductive reasoning Problem solving If the reasoning is a means of inferring new information from what is already known Problem solving is the process of finding a solution to an unfamiliar task, using the knowledge we have. Human problem solving is characterized by the ability to adapt the information we have to deal with

  12. [PDF] HCI Research as Problem-Solving

    This essay contributes a meta-scientific account of human-computer interaction (HCI) research as problem-solving that offers a rich, generative, and 'discipline-free' view of HCI and resolves some existing debates about what HCI is or should be. This essay contributes a meta-scientific account of human-computer interaction (HCI) research as problem-solving. We build on the philosophy of Larry ...

  13. PDF Human Computer Interaction Chapter 1

    ion, hearing and touch are central.Similarly there are a number of effectors, including the limbs, ers, eyes, head and vocal system. In the interaction with the computer, the fingers play the primary role, through typing or mouse control, with some use of vo. ead and body position.1.2.1 VisionHuman vision is a highly complex activity with a ...

  14. HCI 2.11 Problem Solving (Gestalt, Problem Space & Analogy Theory

    Detail About,What is Problem Solving?Gestalt TheoryReproductive & Productive Problem Solving.Problem Space Theory with Examples.Problem Solving: AnalogyConne...

  15. PDF 1. Model Human Processor (MHP) HCI Foundations: Human Technology 1. MHP

    Problem-solving, planning, reasoning and decision-making, learning Most relevant to HCI are attention, perception and recognition, and memory 29 3.2.1 Attention Selecting things to concentrate on at a point in time from the mass of stimuli around us Two states: Focused attention: ability to attend to stimulus in presence of distracters

  16. Introduction to Human Computer Interaction (HCI)

    HCI (Human Computer Interaction) is a field of study that refers to communication between the human user and a computer system. Here interface refers to a medium or interaction between the computer and the end user. It is also known as CHI (Computer Human Interface) or MMI (Man Machine Interaction). It is concerned with design, evaluation, and ...

  17. Human Memory (HCI). Understanding Human Memory in HCI.

    Human memory is a complex and fascinating process, and it plays a vital role in human-computer interaction (HCI). HCI designers need to be aware of the limitations and strengths of human memory ...

  18. PDF Cs8079, Human Computer Interaction Unit I Foundations of Hci

    machine interaction, but this became human-computer interaction in recognition of the particular interest in computers and the composition of the user population. HCI involves the design, implementation and evaluation of interactive systems in the context of the user's task and work. By user we may mean an individual user, a

  19. PDF CS6008-Human Computer Interaction UNIT -I FOUNDATIONS OF HCI The Human

    rity,2.Routine learned behavior, not problem solving,3.Conflict,4.Error7. What is GOMS.GOMS is a specialized human information processor model for human-computer interaction observation that describes a user's cognitive structure on four components. a set of Goals, a set of Operators, a set of Methods for achiev.

  20. Innovation in HCI

    Design thinking, a methodology originating from the design disciplines, oriented towards problem solving through a human-centered approach, rapid prototyping and abductive reasoning, has huge impact on innovation in business, education, health and other crucial domains.

  21. 7 Module 7: Thinking, Reasoning, and Problem-Solving

    Module 7: Thinking, Reasoning, and Problem-Solving. This module is about how a solid working knowledge of psychological principles can help you to think more effectively, so you can succeed in school and life. You might be inclined to believe that—because you have been thinking for as long as you can remember, because you are able to figure ...

  22. Full article: Seven HCI Grand Challenges

    This article aims to investigate the Grand Challenges which arise in the current and emerging landscape of rapid technological evolution towards more intelligent interactive technologies, coupled with increased and widened societal needs, as well as individual and collective expectations that HCI, as a discipline, is called upon to address.

  23. CMU at CHI 2024

    We found they preferred tools for externalizing reasoning rather than tools that replace interpersonal interactions, and they wanted tools to support a range of intuitive and calculative decision-making. ... a type of feedback focuses on helping students move forward during problem-solving. However, most existing LLM-based hint systems are ...