Cognitive theory
Cognitive theory is an approach to understand how the mind takes in and processes sensory information (or input) and uses that to take action. Put simply, Cognitive theory equates the mind to a computer. Information (such as the time the plane is leaving on her itinerary) comes into the processing unit (the brain) which then makes decisions and actions based on it.
You’re probably thinking that this is a really simplistic way to look at things, and you’re right. Cognitive theory is a very mechanistic approach to how the human mind works. Because this information-processing model of the human mind can't be broadly applied, theories such AT and DCog were developed in an effort to provide more meaningful accounts of human behavior.
You’re probably thinking that this is a really simplistic way to look at things, and you’re right. Cognitive theory is a very mechanistic approach to how the human mind works. Because this information-processing model of the human mind can't be broadly applied, theories such AT and DCog were developed in an effort to provide more meaningful accounts of human behavior.
Mental models
The theory of mental models comes from Cognitive Theory. A mental model is a person’s mental image of the surrounding world. It draws relationships between the external and internal world. Mental models help shape behavior and define our approach to solving problems and carrying out tasks. Mental models are handy because they can be used to help train a user on a system or to help explain a user's interaction with a system.
Distributed cognition
DCog is a derivative of cognitive science that proposes that knowledge and cognition are not confined to the minds of an individual. Instead, cognition can distributed across individuals, objects, artifacts, and tools in the environment. What's important is the function that each of these has in supporting cognition. This equality between humans and non-humans is known as symmetry (in contrast to asymmetry below).
Culture is a big part of it, too, because its accumulates partial solutions like how calendaring is the result of addressing problems like time management.
The main research method is ethnography, which allows researchers to observe firsthand how humans use systems collaboratively to problem-solve.
Culture is a big part of it, too, because its accumulates partial solutions like how calendaring is the result of addressing problems like time management.
The main research method is ethnography, which allows researchers to observe firsthand how humans use systems collaboratively to problem-solve.
Social psychology
Social psychology looks at how people interact with each other. It explains things such as why we like to take it easy when nobody is looking, fit into the crowd, and why we try hard look our best when people are looking at us.
Social psychology is particularly useful to analyze how team members work together in computer-supported collaborative work (CSCW). However, applying social psychology to investigate problems in HCI can be a challenge. There are just so many social psychology theories out there that are so minutely focused on specific types of behaviors that you would need to to collect many of them to create a broad enough account in research.
Social psychology is particularly useful to analyze how team members work together in computer-supported collaborative work (CSCW). However, applying social psychology to investigate problems in HCI can be a challenge. There are just so many social psychology theories out there that are so minutely focused on specific types of behaviors that you would need to to collect many of them to create a broad enough account in research.
Rhetorical theory
The philosopher Aristotle developed a treatise called Rhetoric in the 4th century B.C. which became the basics of rhetorical theory. Rhetoric is about persuasion, it has its origins in how people use language to get things done.
In classical rhetorical theory, there are three types of appeals that one can use to persuade:
The first step to being successful in rhetoric is to plan out who you need to speak with and what you need to say. In rhetorical theory these are known as rhetorical moves. Rhetorical moves are the steps you take to build your argument and then argue it successfully. For that, you need to know who your target audience is, and plan out a strategy of what you need to do to communicate with them effectively.
In classical rhetorical theory, there are three types of appeals that one can use to persuade:
- pathos appeals is one in which the emotions of those being persuaded are touched.
- logos appeals attempt to persuade through reason and rationality
- ethos appeals tap into the character and reputation of the speaker
The first step to being successful in rhetoric is to plan out who you need to speak with and what you need to say. In rhetorical theory these are known as rhetorical moves. Rhetorical moves are the steps you take to build your argument and then argue it successfully. For that, you need to know who your target audience is, and plan out a strategy of what you need to do to communicate with them effectively.
Semiotic engineering
Semiotic engineering believes that design is a conversation between the designer and the user, and in this case, the designer’s intended use of the share functionality is not yet understood by users. Semiotic engineering theory is a communication theory; it gives agency back to the designer from the user.
As opposed to user-centered design where the designer designs based on what the user wants (design design design design), in semiotic engineering designers are seen as innovators who create and communicate functionalities that go beyond what the user asked for, features that are helpful to the user but aren’t things that they would have thought to request in the product. Semiotic engineering is used to make sure that designers convey their design intentions clearly to users.
As opposed to user-centered design where the designer designs based on what the user wants (design design design design), in semiotic engineering designers are seen as innovators who create and communicate functionalities that go beyond what the user asked for, features that are helpful to the user but aren’t things that they would have thought to request in the product. Semiotic engineering is used to make sure that designers convey their design intentions clearly to users.
Activity theory
Activity Theory is a historical-cultural theory. It looks at how individuals develop, learn, and adapt, while taking into account the influence of culture. It posits that humans are special, because through evolution they have developed a complex understanding of the world. Their behavior is mediated by tools in the world and by cultural norms.
The overarching question that activity theorists strive to answer is how do people get things done? To answer this question, activity theory focuses on activity, that is, the relationship subjects (or people) have to objects. The purpose of activity in AT is to work towards motives, which is considered special type of object.
AT and Dcog both argue that cognition extends beyond the human mind to include tools, that tools do important work that humans can’t do on their own. However AT believes that humans use tools volitionally for a purposeful, intentional activity while DCog argues that if cognition can be exhibited by one node (such as a human being), it can also be exhibited by another (such as an inanimate object). This inequality between humans and non-humans is known as asymmetry.
The overarching question that activity theorists strive to answer is how do people get things done? To answer this question, activity theory focuses on activity, that is, the relationship subjects (or people) have to objects. The purpose of activity in AT is to work towards motives, which is considered special type of object.
AT and Dcog both argue that cognition extends beyond the human mind to include tools, that tools do important work that humans can’t do on their own. However AT believes that humans use tools volitionally for a purposeful, intentional activity while DCog argues that if cognition can be exhibited by one node (such as a human being), it can also be exhibited by another (such as an inanimate object). This inequality between humans and non-humans is known as asymmetry.